Spells

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Rules of the Game
Donjonfacile
Updated August 9th, 2007
Does it stack? _____________________________ 1
Foreword
1
The Language of Bonuses
1
Rules Governing Bonuses
1
Stacking and Overlapping
1
Speed
1
Armor Class
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Notes
2
Attack Bonus
2
Notes
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Reflex Save
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Notes
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Jumping
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Notes
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Exceptions to the Rules for Stacking Bonuses
3
Bonuses of the Same Type
3
Circumstance Bonuses
3
Dodge Bonuses
3
Unnamed Bonuses
3
Synergy Bonuses
3
Base Attack and Save Bonuses
3
Inherent Bonuses and Level-Based Ability Increases 3
A Final Word
4
All about sneak attacks ______________________ 5
Foreword
5
The Basics of the Sneak Attack
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Beyond the Basics
5
Defender Denied Dexterity Bonus
5
Being Caught Flat Footed
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Facing an Unseen Opponent
5
Immobilized
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Defender Flanked
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Uncanny Dodge and Sneak Attacks
6
Damage from Sneak Attacks
6
Number of Sneak Attacks
7
Volley Type Attacks
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Weapons and Armor Used in Sneak Attacks
7
Spells as Sneak Attacks
7
A Totally Unofficial Rule for Dealing with Foes Trying to
Flank You
7
Designer's Notes
7
All about spell-like abilities ___________________ 8
Foreword
8
What Is a Spell-Like Ability?
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Similarities Between Spells and Spell-Like Abilities
8
A spell-like ability is not a spell
8
Disrupting Spell-like Abilities
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Determining a Spell Level for a Spell-Like Ability
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Determining the Version of a Spell
9
Using a Spell-Like Ability
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Additional Notes on Conditions
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Ability Damage or Ability Drain
10
Blinded
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Confused
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Dazzled
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Disabled
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Energy Drained
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Frightened
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Grappled
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Panicked
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Pinned
10
Turned
10
How Often Can Spell-Like Abilities Be Used?
11
Going Metric _____________________________ 12
Foreword
12
Metric conversion factors
12
Length
12
Area
12
Volume
12
Weight
12
Converting Tactical Distances
12
Speed Table (English Units)
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Tactical Speed
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One Minute (Local)
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One Hour (Overland)
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One Day (Overland)
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Speed Table -- English to (Metric Units)
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Speed Table (Metric Units)
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Tactical Speed
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One Minute (Local)
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One Hour (Overland)
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One Day (Overland)
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Thrown and Projectile Weapon Ranges
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Weapon Ranges
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Throwing Weapons
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Projectile Weapons
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Spells
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Spell Ranges
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Spell Areas
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Bursts
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Cones
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Creatures
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Cylinders
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Emanations
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Lines
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Spreads
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Others
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Converting Character Height and Weight
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Random Height and Weight
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Converting Money and Equipment
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Trade Goods
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Weapons
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Simple Weapons
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Martial Weapons
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Exotic Weapons
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Armor and Shields
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Armor
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Shields
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Extras
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General Equipment and Encumbrance
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Adventuring Gear
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Special Substances and Items
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Tools and Skill Kits
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Clothing
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Food, Drink, and Lodging
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Mounts and Related Gear
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Transport
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Containers and Carriers
21
Hauling Vehicles
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Dry Goods
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Liquids
21
Converting Encumbrance and Carrying Capacity
22
Polymorphing ____________________________ 23
Foreword
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The Basics of Polymorphing
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Polymorphing Terminology
23
The Alter Self Spell
23
Personal range spell with a target entry of "you"
23
Creature type
23
Duration
24
Hit Dice
24
Size
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Ability scores
24
Class, level, hit points…
24
Supernatural and spell-like attacks and qualities
24
Extraordinary special attacks and qualities
24
Speech
24
Spellcasting
24
Physical qualities
24
New form
25
Disguise
25
Equipment
25
An Alter Self Example
25
Anlion (Normal Form)
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Anlion (Lizardfolk Form)
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The Polymorph Spell
26
Aberration Type
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Air Subtype
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Angel Subtype
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Animal Type
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Aquatic Subtype
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Archon Subtype
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Chaotic Subtype
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Cold Subtype
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Construct Type
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Dragon Type
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Earth Subtype
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Elemental Type
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Evil Subtype
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Extraplanar Subtype
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Fey Type
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Fire Subtype
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Giant Type
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Goblinoid Subtype
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Good Subtype
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Humanoid Type
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Lawful Type
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Magical Beast Type
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Monstrous Humanoid Type
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Native Subtype
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Ooze Type
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Outsider Type
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Plant Type
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Reptilian Subtype
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Shapechanger Subtype
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Swarm Subtype
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Undead Type
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Vermin Type
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Water Subtype
30
Changes
30
A Polymorph Example
31
Anlion (Normal Form)
31
Anlion (Lizardfolk Form)
31
Anlion (Troll Form)
32
Baleful Polymorph
32
Polymorph Any Object
32
Construct Type
32
Undead Type (Polymorph Any Object):
33
Shapechange
33
Incorporeal Subtype
33
Wild Shape
34
Alternate Form
34
All about movement _______________________ 35
Foreword
35
The Language of Movement
35
5-foot step
35
Diagonal
35
Difficult Terrain
35
Encumbrance
35
Free Action
35
Hampered Movement
35
Half Speed
35
Load
35
Move
35
Move Action
35
Normal Movement
35
Obstacle
35
Speed
35
Movement Basics
36
Moving
36
Movement While Prone
36
Calculating Encumbrance
36
Movement and Move Actions
36
Move Actions
36
Move
36
Control a Frightened Mount
36
Direct or Redirect an Active Spell
37
Draw a Weapon
37
Load a Hand or Light Crossbow
37
Open or Close a Door
Mount or Dismount a Steed
Move a Heavy Object
Pick Up an Item
Sheathe a Weapon
Stand Up from Prone
Ready or Loose a Shield
Retrieve a Stored Item
When Moving Isn't a Move Action
Withdraw
Run
Move 5 Feet through Difficult Terrain
Take a 5-Foot Step
Bull Rush
Charge
Overrun
Grapple
Speeds and Skills
Climb
Using the Climb Skill
All Climbers
Swim
Using the Swim Skill
Balance
Hide
Jump
Jumping Over an Obstacle
Hopping Up
Jumping Farther than Your Speed Allows
Move Silently
Ride
Guide with Knees
Stay in Saddle
Fight with Warhorse
Cover
Soft Fall
Leap
Spur Mount
Control Mount in Battle
Fast Mount or Dismount
Tumble
Tumbling to Hop Up
Tumbling While Crawling
Burrow
Flight
Basic Flight
Forward Speed
Direction of Travel
Altitude
Minimum Forward Speed
Hover
Move Backward
Reverse
Turn
Turn in Place
Maximum Turn
Up Angle
Up Speed
Down Angle
Down Speed
Between Down and Up
Climbing and Diving in a Tight Space
Stalling and Freefalling
Deliberately Freefalling
Fast Freefalls
Catching
Obstacles and Collisions
Maneuvering Past Obstacles
Maneuvering Past Creatures
Colliding with an Obstacle
Colliding with a Creature
Actions while Flying
Full-Round Actions
Cast a Spell
Casting Time
Concentration
Drop Prone
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Run
45
Take 5-Foot Step
45
Withdraw
45
Flanking
45
Flying Creature Size and Face
45
Space
45
Natural Reach
45
Tall Creature
45
Long Creature
45
Special Attacks in the Air
46
Bull Rush
46
Initiating and Resolving an Aerial Bull Rush
46
Aerial Bull Rush Results
46
Charge
46
Grapple
46
Who Is Flying and Who Is Held
46
Grappling a Foe Two or More Sizes Smaller
46
Grappling a Foe Not Two or More Sizes Smaller
46
Dropping a Foe
46
Escaping While Airborne
46
Taking -20
46
Pin
46
Just Hanging On
47
Overrun
47
Avoiding the Overrun
47
Blocking the Overrun
47
Overrun Results
47
Trip
47
Resolving the Trip Attempt
47
Trip Results
47
Movement Miscellany
47
Impassible Squares
47
Corners
47
Big and Little Creatures
47
Ending Your Movement
47
Squeezing
47
Formerly Helpless Creatures
48
Spells, Conditions, and Movement
48
Conditions
48
Ability Damage or Ability Drain
48
Blinded
48
Blown Away
48
Checked
48
Cowering
48
Dazed
48
Disabled
48
Entangled
49
Exhausted
49
Fatigued
49
Frightened
49
Grappling
49
Helpless
49
Incorporeal
49
Knocked Down
49
Nauseated
49
Panicked
49
Paralyzed
49
Pinned
49
Prone
49
Staggered
50
Turned
50
Spells
50
Aerial Spells
50
Barrier Spells
50
Entangling Spells
50
Grappling Spells
50
Spells that Impede or Hamper Movement
51
Speed-Enhancing Spells
51
Shape-Altering Spells
51
Teleportation Spells
51
Reading spell descriptions ___________________ 52
Foreword
52
Some Key Terms
52
Aim or Aiming
52
Caster Level
52
Line of Sight
52
Line of Effect
52
Point of Origin
52
Recipient
52
Anatomy of a Spell Description
52
The Spell Header
52
Spell Name
52
Spell School
53
Spell Descriptors
54
Level
55
Components
55
Casting Time
56
Range
57
Target or Targets, Effect, or Area
57
Duration
59
Saving Throw
59
Spell Resistance
60
Descriptive text
60
Spell chains
60
There, not there __________________________ 61
Foreword
61
Some Definitions
61
Adjacent
61
Corporeal
61
Ethereal
61
Force
61
Gaseous
61
Incorporeal
61
Manifestation
61
Miss Chance
61
Pinpoint
61
Invisibility
61
The Basics of Invisibility
61
Vision
61
Gear
62
Light
62
Gaze attacks
62
Detection
62
Dealing With Invisibility in Combat
62
Determining the location of the target
62
Attacking
62
Immunities
63
Spotting, Listening, and Pinpointing
63
Spotting
63
Listening
64
Other Ways to Deal With Invisible Foes
64
Probing an Area
64
Special Qualities and Feats Against Unseen Foes
65
Incorporeality
65
The Basics of Incorporeality
65
No physical body
65
Flying
65
Immunity to non-magical attacks
65
Passing through solid objects
65
Underwater movement
66
Sense of direction
66
Incorporeal Creatures in Combat
66
Incorporeal Creatures Attacking
66
Ghost Touch Weaponry
66
Attacking Incorporeal Creatures
66
Armor Classes for Incorporeal Creatures
67
Combat Tactics for Incorporeal Creatures
67
Incorporeal Combat Miscellany
68
Incorporeal Against Incorporeal
68
Grappling
68
Overrun
68
Trip
68
Etherealness
68
The Basics and Misconceptions of Etheralness
68
Effective invisibility and silence
69
Immaterial and weightless
69
Unable to affect creatures or objects on the Material
Plane
69
Combat With Ethereal Creatures
69
Ghosts
69
The Basics of Ghosts
69
Ghosts and Ghost Touch Items
69
Manifestation Miscellany
70
Manifesting Inside Objects or Creatures
70
2
Malevolence
70
Returning to the Ethereal Plane
70
Gaseous Form
70
The basics of Gaseous Form
70
Immaterial
70
Gaseous Defenses
70
Limitations
70
Abilities
70
Translucent
71
Using magic items _________________________ 72
Foreword
72
Some Key Terms
72
Activation
72
Aura
72
Caster Level
72
Charge
72
Item Slot
72
Market Price
72
Kinds of Magic Items
72
Armor and Shields
72
Weapons
72
Potions and Oils
73
Rings
73
Rods
73
Scrolls
73
Staffs
73
Wands
74
Wondrous Items
74
Activating Magic Items
74
Spell Completion
74
Spell Trigger
74
Command Word
75
Use Activated
75
The Use Magic Device Skill
75
Blind Activation
75
Decipher a Written Spell
75
Items with limited uses
76
Charged Items
76
Uses Per Day
76
Use Limits for Other Time Periods
76
Elapsed Time Limits
76
Wearing Magic Items
76
Animal Item Slots
76
Campaigns
76
Saving Throws Against Magic Items Effects
77
Save DCs for Spells or Spell-Like Effects from Magic
Items
77
Magic Items and Metamagic
77
Magic Items and Detect Magic
77
Recharging Charged Items
77
Cost
78
Duration
78
Aura
78
Limits
78
Magic Item Caster Levels
78
Damage to Magic Items
78
Making magic items ________________________ 79
Foreword
79
Some Key Terms
79
Activation
79
Base Price
79
Caster Level
79
Charge
79
Item Slot
79
Market Price
79
Spell Level
79
Magic Item Creation Basics
80
Prerequisites
80
Cost
80
Time
80
Environment
81
Equipment and Materials
81
Creating Scrolls
81
Prerequisites
81
Caster Level
81
Equipment and Materials
81
Base Price
81
Creation Cost
Market Price
Example Scroll Costs
Scroll Miscellany
Creating Potions
Prerequisites
Caster Level
Equipment and Materials
Base Price
Creation Cost
Market Price
Potion Miscellany
Creating Wands
Prerequisites
Caster Level
Equipment and Materials
Base Price
Creation Cost
Market Price
Example Wand Costs
Wand Miscellany
Creating Staffs
Prerequisites
Caster Level
Equipment and Materials
Base Price
Creation Cost
Market Price
Example Staff Costs
Staff Miscellany
A Note on Rounding
Creating Weapons, Armor, and Shields
Prerequisites
Caster Level
Equipment and Materials
Cost
Creation Cost
Market Price
Example Weapon, Armor, and Shield Costs
Weapon, Armor, and Shield Miscellany
Special Materials
Light
Double weapons
Creating Rings
Prerequisites
Caster Level
Equipment and Materials
Cost
Creation Cost
Market Price
Example Ring Costs
Ring Miscellany
Creating Rods
Prerequisites
Caster Level
Equipment and Materials
Cost
Creation Cost
Market Price
Example Rod Costs
Creating Wondrous Items
Prerequisites
Caster Level
Equipment and Materials
Cost
Creation Cost
Market Price
Minor Variations
New Items
Item Name
Description
Aura
Aura Power
School
Caster Level
Weapons and Armor
Item that Duplicate Spells
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Items that Mimic Spells
89
Effects You've Never Seen Anywhere
90
Prerequisites
90
Spells
90
Base Price and Market Price of magic items
90
Weapons, Armor, and Shields
90
Some Things to Avoid
90
When the Formulas Fail
90
Use the Correct Formula
90
Items With Multiple Powers
90
Multiple Similar Abilities Versus Multiple Different
Abilities
90
Slotless Powers
91
Item Pricing Examples
91
A Completely Unofficial Rule: Cooperative Item Creation
91
Mounts _________________________________ 92
Foreword
92
Basics of Mounts
92
A mount must be at least one size category bigger than
the rider
92
A mount and rider share the same space on the
battlefield
92
Your mount handles movement for you
92
You and your mount act on the same initiative count92
A mount can give you an advantage in melee
92
Moving While Mounted
92
Leap
92
Spurring Your Mount
92
Spurring and Leaping
93
Mounting or Dismounting
93
Falling and Mounts
93
Your Mount Falls
93
You Fall
93
You Are Dropped
93
Attacks of Opportunity While Mounted
93
Trained Mounts in a Battle
93
Fight Along with Your Mount
94
Get Cover from Your Mount
94
Guide the Mount with Your Knees
94
Mount or Dismount Quickly
94
Soft Fall
94
Stay in the Saddle
94
Unruly Mounts in a Battle
94
Aggressive Mounts in a Battle
94
Some Unofficial Optional Rules
94
Bailing Out
94
Riding Along with an Aggressive Mount
95
Standard Actions While Your Mount Moves
95
Melee Attack
95
Ranged Attack
95
Unarmed Attack
95
Activate a Magic Item
95
Aid Another
95
Bull Rush
95
Cast a Spell
95
Concentrate to Maintain an Active Spell
96
Dismiss a Spell
96
Draw a Hidden Weapon
96
Drink a Potion or Apply an Oil
96
Escape a Grapple
96
Feint
96
Light a Torch with a Tindertwig
96
Lower Spell Resistance
96
Make a Dying Friend Stable
96
Overrun
96
Read a Scroll
96
Ready
96
Sunder
96
Total Defense
96
Turn or Rebuke Undead
96
Use an Extraordinary Ability
96
Use a Skill That Takes One Action
97
Using a Spell-Like Ability
97
Using a Supernatural Ability
97
Move Actions
97
Move
97
Control a Frightened Mount
97
Direct or Redirect an Active Spell
97
Draw a Weapon
97
Load a Hand or Light Crossbow
97
Open or Close a Door
97
Mount or Dismount
97
Move a Heavy Object
97
Pick Up an Item
97
Sheathe a Weapon
97
Stand Up from Prone
97
Ready or Loose a Shield
97
Retrieve a Stored Item
98
Full-Round Actions
98
Full Melee Attack
98
Full Ranged Attack
98
Charge
98
Deliver Coup de Grace
98
Escape From a Net
98
Use a Skill That Takes 1 Round
98
Use a Touch Spell on Up to Six Friends
98
Withdraw
98
Mount Height
98
Feats in Mounted Combat
99
Mounted Archery
99
Mounted Combat
99
Ride-By Attack
99
Spirited Charge
99
Trample
99
Intelligent Mounts
99
Riding as a Passenger
99
Grappling_______________________________ 100
Foreword
100
Grappling Basics
100
Grabbing
100
Successful grab
100
Maintaining hold
100
When grappling
100
Size limits
100
Opposed checks
100
Common Misconceptions about Grappling
101
Helpless
101
Escape
101
Grappling Requirements
101
Your Options When Grappling
101
Activate a Magic Item
101
Attack Your Opponent
101
Cast a Spell
101
Damage Your Opponent
101
Draw a Light Weapon
102
Escape from Grapple
102
Move
102
Retrieve a Spell Component
102
Pin Your Opponent
102
Break Another's Pin
102
Use Opponent's Weapon
102
Other Options when Grappling
102
Break Another's Hold
102
Throw Your Foe to the Ground
102
Release Your Hold
102
Retrieve a Stored Item
102
The Effects of Being Pinned
103
Your Options While Pinned
103
Speaking or casting a spell
103
Using a spell-like ability
103
Escaping the pin
103
Things You Cannot Do While Pinning an Opponent 103
Drawing or using a weapon
103
Escaping another's grapple, pin another character or
break another’s pin
103
Retrieving a spell component
103
Things You Can Do While Pinning an Opponent
103
Damaging your opponent
103
Moving the grapple
103
Casting a spell
103
Snatching Items
103
Releasing Your Foe
103
Other Options While Pinning an Opponent
103
4
Throw Your Foe to the Ground
103
Toss Your Foe
104
Move Your Foe
104
Grappling with More than One Foe
104
Joining an Existing Grapple
104
Ganging Up in a Grapple
104
When Your Foes Gang Up on You
104
Monsters and Grappling
104
Improved Grab
104
Constrict
105
Clerics _________________________________ 106
Foreword
106
Alignment
106
Cleric Spells
106
A cleric casts divine spells
106
Wisdom governs a cleric's spells
106
Most of a cleric's spells must be prepared in advance
106
Clerics have a limited ability to cast some spells
spontaneously
106
A cleric can cast domain spells
107
A cleric's alignment limits the spells he can use
107
Clerics Preparing Spells
107
Clerics prepare spells once a day
107
Clerics don't require rest prior to preparing spells 107
Clerics are subject to the recent casting limit rule 107
Clerics don't have to prepare all their spells for the day
at once
107
Clerics don't use spellbooks or personal spell lists 107
A cleric's spell slot can hold a spell of its level or of a
lower level
107
Spontaneous Spells
108
Domains and Domain Powers
108
Turning Undead
108
Magical Oddities _________________________ 109
Foreword
109
Magical Basics
109
The Ins and Outs of Spells
109
The Basics of Spell Preparation
109
Spellcasters have limited number of spells they can use
each day
109
Most other arcane spellcasters who prepare spells must
first sleep to clear the mind
109
Most divine spellcasters don't need to rest before
preparing spells
109
When the character has cast any spells just prior to
spell preparation
109
Spell Preparation Requirements and Options
110
Spell preparation requires concentration.
110
Combat nearby
110
Weather
110
One hour
110
A character need not prepare all his spells at once. 110
A character can fill any spell slots used up the previous
day
110
A character can choose any spell of the slot's level or
lower
110
Instinctive Spellcasting
111
Spontaneous Spellcasting
111
Spells and Saves
111
What the Subject Knows
111
What the Caster Knows
111
When Spells Fail
111
Antimagic
111
Arcane Spell Failure
112
Lapse in Concentration
112
Misaimed Spell
112
Spell Resistance
112
Subject Immune to the Spell
112
Metamagic
112
Metamagic feats on spells you instinctively or
spontaneously cast
112
Several metamagic feats to a single spell
112
A spell modified with metamagic functions at its normal
spell level
112
Polymorph
113
Assuming New Types
113
Changes in Size
113
Transforming Equipment
113
Other Creatures
113
Polymorphing and the Shapechanger Subtype
113
Interactions between magical effects
113
Counterspells
114
Spells that can be used as counterspells
114
Spells that can be countered using a given spell
114
The basics
114
Metamagic
114
Spells that naturally counter each other
114
Feats
114
Dispel magic
114
Ready action
114
Identifying the spell cast
114
Resolving a Counterspell
115
The basics
115
Dispel magic
115
Saving throws and spell resistance
115
Range, line of sight and line of effect
115
Dispel Magic
115
As a Counterspell Effect
115
As a Targeted Effect
115
As an Area Effect
116
Opposing Spells
116
Light and Darkness Descriptor Spells
116
Actions ________________________________ 117
Foreword
117
The Language of Actions
117
Action
117
Free Action
117
Full-Round Action
117
Move Action
117
Nonaction
117
Standard Action
117
Using Actions
117
Action Restrictions
118
Surprise Rounds
118
Character Conditions
118
Ability Damaged or Drained
118
Cowering
118
Dazed
118
Dead
118
Disabled
118
Dying
118
Fascinated
118
Fatigued
118
Frightened
118
Grappling
118
Helpless
119
Nauseated
119
Panicked
119
Paralyzed
119
Petrified
119
Pinned
119
Prone
119
Stable
119
Staggered
119
Stunned
119
Turned
119
Unconscious
119
Kinds of Nonactions
119
Aggressive Nonactions
119
Nonactions with Other Actions
119
Reactive Nonactions
119
The Disabled Condition
120
The Free Action and Its Relatives
120
It's Like a Free Action but It Isn't
120
Swift Actions
120
Immediate Actions
120
Standard Actions
120
Attack
120
Cast a Spell
121
Concentrate to Maintain a Spell
121
Activate a Magic Item
121
Use Special Ability
121
Total Defense
121
5
Start or Complete a Full-Round Action
122
Move Actions
122
Move
122
Accelerated Climbing
122
Crawling
122
Drawing or Sheathing a Weapon
122
Readying or Loosing a Shield
122
Manipulating an Item
122
Directing an Existing Spell
122
Standing Up
122
Mounting or Dismounting a Steed
122
Full-Round Actions
123
Full Attack
123
Cast a Spell
123
Use Special Ability
123
Withdraw
123
Run
123
Move 5 Feet Through Difficult Terrain
123
Special Actions
123
Aid Another
123
Bull Rush
124
Charge
124
Disarm
124
Feint
124
Grapple
124
Overrun
124
Sunder
124
Throw Splash Weapon
124
Trip
124
Turn or Rebuke Undead
124
Two-Weapon Fighting
124
Ready
124
Delay
125
Readying vs. Delaying
125
Constructs ______________________________ 126
Foreword
126
What Is A Creature?
126
Construct Traits
126
Artificial Beings
126
Unassailable Mind
126
Unliving
127
Mass Equals Hit Points
127
Standard Senses
127
Building a Construct
127
Prerequisites
127
Cost
127
Time
128
Environment
128
Equipment
128
Repairing a Construct
128
Construct Encounters
128
Mindlessness
128
Spotting a Construct
128
Living Construct Traits
128
Vulnerable Minds
128
Living, But Tough
128
Run
129
Forced March
129
Constitution, Not Mass
129
Standard Senses
129
Familiars _______________________________ 130
Foreword
130
Familiar Basics
130
Basic rules
130
Familiars and their masters
130
Statistics
130
Familiar Ability Descriptions
130
Obtaining and losing familiars
131
Clarifications
131
Hit Dice and resolving spells and other effects
131
Hit points
132
Base attack bonus
132
Skill ranks
132
Special Traits and Features
132
Natural armor bonus
132
Intelligence
132
More Special Abilities
133
Alertness
133
Improved evasion
133
Share spells
133
Empathic link
133
Deliver touch spells
134
Speak with master
134
Speak with animals of its kind
134
Spell resistance
134
Scrying
135
Abilities by Familiar Kind
135
Familiars as Creatures
135
Acquiring a Familiar
135
Familiars in Combat
136
Protection from Physical Threats
136
Familiar Carriers
136
Protection from Magical Threats
137
Dismissing a Familiar
137
Death of a Familiar
137
Death of a Master
137
Familiars and Magic Items
138
Enchantments ___________________________ 139
Foreword
139
The Language of Enchantments
139
Charm Spell
139
Compulsion Spell
139
Enchantment
139
Language-Dependent
139
Mind-Affecting
139
Enchantment Basics
139
Detecting Enchantments
139
Sense Motive (Wis)
140
Negating Enchantments
140
Dispel magic
140
Binding
140
Dispel evil
140
Aiming Enchantments
141
Aiming
141
An Enchantment Spell's Results
141
Stacking Enchantment Spells
141
COMBINING MAGICAL EFFECTS
141
Stacking Effects
141
Spells with Opposite Effects
142
Instantaneous Effects
142
Enchantments That Provide Bonuse
142
Enchantments That Render Other Enchantments
Irrelevant
142
Multiple Enchantments That Provide Control
142
Charms
142
INFLUENCING NPC ATTITUDES
142
Charm Person
143
Speak
143
Attacks
144
Enthrall
144
Compulsions
144
Animal Messenger
144
Animal Trance
145
Command
145
Suggestion
146
Dominate Person
146
Carrying Things __________________________ 148
Foreword
148
Carrying Capacity
148
Why a Size Adjustment?
148
Load and Encumbrance
148
CARRYING CAPACITY
148
Encumbrance by Armor
148
Weight
148
Lifting and Dragging
148
Bigger and Smaller Creatures
149
Tremendous Strength
149
Speed, Dexterity, Armor Class and flight
149
Expanded Carrying Capacity Tables
149
What Is a Biped?
149
Fine Biped Carrying Capacity
150
Diminutive Biped Carrying Capacity
150
Tiny Biped Carrying Capacity
151
Small Biped Carrying Capacity
151
6
Large Biped Carrying Capacity
152
Huge Biped Carrying Capacity
152
Gargantuan Biped Carrying Capacity
153
Colossal Biped Carrying Capacity
153
What Is a Quadruped?
154
Fine Quadruped Carrying Capacity
154
Diminutive Quadruped Carrying Capacity
155
Tiny Quadruped Carrying Capacity
155
Small Quadruped Carrying Capacity
156
Medium Quadruped Carrying Capacity
156
Large Quadruped Carrying Capacity
157
Huge Quadruped Carrying Capacity
157
Gargantuan Quadruped Carrying Capacity
158
Colossal Quadruped Carrying Capacity
158
Extradimensional Spaces
159
What Can Fit Inside a Bag of Holding?
159
What Can Fit Inside a Portable Hole?
159
Weights for a Few Unusual Items
160
Table Notes
160
Armchair
160
Chair, Simple
160
Doors
160
Footstool
160
Petrified Creature
160
Table, Banquet
160
Table, Small
160
Spirits
160
Statues
160
Tapestry
161
Workbench
161
All About Initiative _______________________ 162
Foreword
162
Initiative Basics
162
Initiative
162
Initiative Checks
162
Monster Initiative
162
Flat-Footed
162
Inaction
162
Surprise
162
Determining Awareness
162
The Surprise Round
162
Unaware Combatants
162
Overview of the initiative rules
162
Managing Initiative
163
Beginning an Encounter
164
Some Initiative Theory
164
When Does an Encounter Start?
164
Two Groups Meet in a Dungeon Corridor
164
A Party Enters an Occupied Chamber by Kicking in the
Door
164
Neither side notices the other before the door opens.
164
One side notices the other before the door opens. 164
A Party Opens a Chest and Releases an Imprisoned
Fiend
165
When Does an Encounter End?
165
Some Initiative Miscellany
166
Delaying and Readying
166
Special Initiative Actions
166
Delay
166
Initiative Consequences of Delaying
166
Ready
166
Readying an Action
166
Initiative Consequences of Readying
166
Distracting Spellcasters
166
Readying to Counterspell
166
Readying a Weapon against a Charge
166
Delay
166
Ready
167
Inactive Characters
167
In Conclusion
167
All About Illusions ________________________ 168
Foreword
168
Illusion
168
Figment
168
Glamer
168
Pattern
168
Phantasm
168
Shadow
168
Saving Throws and Illusions (Disbelief )
168
Illusion Basics
168
Illusion Subschools
169
Figment
169
Glamer
169
Pattern
169
Phantasm
169
Shadow
169
Aiming Illusion Spells
169
Area
169
Effect
169
Target
170
Saving Throws and Illusion Spells
170
Saving Throws and Illusions (Disbelief )
170
Disbelief
170
Interacting With Illusions
170
Speak
171
Automatic Disbelief
171
Automatic Interactions
171
Dealing with the Unbelievable
171
Pointing Out Illusions
171
Using Figments Well
171
A Few Additional Notes on Figments
172
Illusions and Mindless Creatures
172
Illusions and Objects
172
More Fun With Shadows
172
All About Trip Attacks _____________________ 174
Foreword
174
Some Terminology
174
Attack of Opportunity
174
Attack of Opportunity
174
Opposed Check
174
Prone
174
Trip
174
Making a Trip Attack
174
Avoiding Attacks of Opportunity
174
Being Tripped (Prone)
174
Tripping a Mounted Opponent
174
Tripping with a Weapon
174
Tripping Basics
174
Size Modifiers for Trip Attacks
175
Kinds of Trip Attacks
175
Who Can Be Tripped
175
Tripping Climbers
176
Tripping Flyers
176
Tripping Swimmers
176
Tripping Riders
176
Weapons in Trip Attacks
176
Being Tripped
176
Monstrous Conundrums ____________________ 177
Foreword
177
Some Key Terms
177
Bonus Feat
177
Class Level
177
Character Level
177
Hit Dice
177
Challenge Rating (CR)
177
Effective Character Level (ECL)
177
Encounter Level (EL)
178
Feat
178
Hit Die or Hit Dice
178
Level Adjustment
178
Class Level
178
A Hit Die.
178
Humanoids and Class Levels
178
Base attack bonus and base save bonuses
178
Skill points
178
Other Statistics for Monsters
178
Class features and bonus feats (if any)
179
Character Level
179
Feats
179
Ability Increases
179
Experience awards for single monsters
179
The next class level
179
Cash and equipment
179
7
Effective Character Level (ECL)
179
Challenge Rating (CR)
179
Challenge Rating
179
CR Adjustments for Class Levels
179
Creatures with NPC Class Levels
180
Humanoids with No CR or Racial Hit Dice
180
Creatures with Nonassociated Class Levels
180
Encounter Level (EL)
180
Polymorphing Revisited ____________________ 181
Foreword
181
The Basics of Alternate Form
181
Supernatural ability.
181
Limited forms.
181
No healing.
181
Gains and losses.
181
Assuming an Alternate Form
181
Gains size
181
Retains type and subtypes
182
Gains natural weapons and armor, movement and
extraordinary special attacks
182
Retains special qualities.
182
Retains spell-like abilities and supernatural attacks
(except breath weapons/gaze)
182
Gains Strength, Dexterity, and Constitution and retains
Intelligence, Wisdom and Charisma)
182
Retains hit points, base save bonuses, and base attack
bonus
182
Retains spellcasting ability
183
Gains a +10 bonus on Disguise checks to appear as the
new creature
183
Gains miscellaneous physical qualities
183
Retains racial traits
183
Retains or melds equipment
183
Retains class features, special attacks and qualities
derived from class levels
183
Alternate Form and Stacking
184
An Alternate Form Example
184
Wild Shape (Su)
184
Mirye, female human druid
184
Nydia, animal companion
185
Mirye (Leopard Form)
185
Mirye (Small Viper Form)
185
Mirye (Eagle Form)
185
All about psionics ________________________ 187
Foreword
187
What are Psionics?
187
Some Key Terms
187
Similarities Between Spells and Psionic Abilities
187
Attacks of opportunity
188
Disrupting psionics
188
Antipsionic fields or rays
188
Dispel psionics
188
Power resistance
188
Save DC against psionic powers
188
Resting to recover psuionic points
188
Differences Between Spells and Psionic Powers
188
No components
188
No counterpowering
188
Conditions and Psionics
189
Conditions keeping you from manifesting any powers
189
Additional Notes on Conditions
189
Ability Damage or Ability Drain
189
Reductions to the ability score
189
Blinded
189
Confused
189
Dazzled
189
Disabled
189
Energy Drained
189
Frightened
190
Grappled
190
Panicked
190
Pinned
190
Turned
190
Psi-Like Abilities
190
Types and Templates ______________________ 191
Foreword
191
Some Key Terms
191
Extraordinary Ability
191
Kind
191
Spell-Like Ability
191
Subtype
191
Supernatural Ability
191
Template
191
Type
191
Why Creature Types?
191
Aberration
191
Animal
192
Construct
192
Dragon
192
Elemental
192
Fey
192
Giant
192
Humanoid
192
Magical Beast
192
Monstrous Humanoid
192
Ooze
192
Outsider
192
Plant
193
Undead
193
Vermin
193
When a Creature's Type Changes
193
The Augmented Subtype
193
Class Abilities
193
Temporary Changes to a Creature's Type
193
Class-Induced Changes in Type
193
Humanoids
194
Other Creature Types
194
Applying a Template
194
Check the Size and Type entry in the template.
194
Check the template's Hit Dice and Hit Points entry. 194
Check the Abilities entry in the template.
194
Apply the effects from any ability score changes you've
made.
194
Constitution
194
Dexterity
195
Strength
195
Intelligence
195
Wisdom
195
Charisma
195
Check the template's Speed entry and change the
creature's speed rating or ratings.
195
Check the template's Special Attacks and Special
Qualities entries.
195
Consider any Special Attacks and Special Qualities the
base creature has remaining.
195
Final steps
195
In Conclusion
196
Two-Handed Fighting _____________________ 197
Foreword
197
Some Key Terms
197
Iterative Attack
197
Light, One-Handed, and Two-Handed Weapons
197
Light Weapons
197
One-Handed Weapons
197
Two-Handed Weapons
197
Manufactured Weapon
197
Natural Weapon
197
Off Hand, Off-Hand Weapon
197
Primary Hand, Primary Weapon
198
Two-Handed Fighting Basics
198
Using one weapon in two hands
198
Using a weapon in each hand.
198
Using a double weapon.
198
Melee Fighting with Two Weapons
198
Full Attack
198
Deciding between an Attack or a Full Attack
199
Attack Penalties
199
Light Weapons
199
Ability Modifiers in Two-Weapon Melee Fighting
199
Ranged Fighting with Two Weapons
199
Fighting with a Double Weapon
200
Two-Weapon Fighting Examples
200
Fighting with Two One-Handed Weapons
200
8
Fighting with a One-Handed Weapon and a Light
Weapon
200
Fighting with a Double Weapon
200
Two-Weapon Fighting Miscellany
201
Ways to Maintain Armor Class
201
Using an Animated Shield
201
Using a Buckler
201
Using a Shield Bash
201
Using the Two-Weapon Defense Feat
201
Using the Advanced Two-Weapon Fighting Feats 201
In Conclusion
201
Animals ________________________________ 202
Foreword
202
Animal Basics
202
HANDLE ANIMAL (CHA; TRAINED ONLY)
202
Check
202
Handle an Animal
202
"Push" an Animal
202
Train an Animal for a Purpose
202
Rear a Wild Animal
203
Action
203
Try Again
203
Special
203
Synergy
203
Untrained
203
Tricks
204
Teach an Animal a Trick
204
Details
204
Attack
204
Come
204
Defend
204
Down
205
Fetch
205
Guard
205
Heel
205
Perform
205
Seek:
205
Stay
205
Track
205
Work
205
How Animals Act When Not Commanded
206
Animal Companion
206
The druid’s animal companion
206
Animal Companion Basics
207
Level-Based Benefits
207
Acquiring an Animal Companion
208
Dismissing an Animal Companion
208
Death of an Animal Companion
208
Death of a Master
208
Animal Companions and Magic Items
208
Animal Companions as Beings
209
Unarmed Attacks _________________________ 210
Foreword
210
The Language of Unarmed Attacks
210
Unarmed Attack Basics
210
Free Hand
210
Attacks of opportunity
210
Iterative Attacks
210
Unarmed strike damage
210
Lethal damage
211
Armed
211
Weapon enhancements
211
The Improved Unarmed Strike Feat
211
Unarmed Strikes and Natural Weaponry
211
Monk Unarmed Strike Class Feature
211
Unarmed Strikes and Manufactured Weapons
211
Two-weapon fighting
212
Unarmed Strikes and Natural Weapons
212
Monks and Natural Weapons
212
Monks and Manufactured Weapons
212
Special Unarmed Attacks
213
Unarmed Sneak Attacks
213
Flanking
213
Unarmed Attacks and Touch Spells
213
Touch Spells and Holding the Charge
213
In Conclusion
213
Ranged Attacks __________________________ 214
Foreword
214
The Language of Ranged Attacks
214
Ranged Attack Basics
214
Rulebooks
214
Summary
215
Using Thrown Weapons
216
Throwing Melee Weapons
216
Some Selected Thrown Weapons
216
Splash Weapons
217
Using Projectile Weapons
218
Some Selected Projectile Weapons
218
Cover
219
Shooting Into a Melee
220
Magical Effects as Ranged Attacks
220
9
Does it stack?
Foreword
Players being what they are, a DM can sometimes face a bewildering array of magical effects. For example, a stalwart
member of your party wears gauntlets of ogre power, a +2 chainmail, a heavy shield, a ring of protection +1, and boots of
striding and springing. Assuming the character in question is a human with a Strength score of 16 and a Dexterity score of
13, what is the character's initiative, speed, Armor Class, attack bonus, and Reflex save bonus after receiving or using the
spells aid, barkskin, bull's strength, cat's grace, doom, expeditious retreat, mage armor, prayer, shield, and shield of faith?
The Language of Bonuses
Handling some of the trickiest parts of the D&D game becomes second nature if you learn the terminology associated with
them. Our example deals with a plethora of bonuses that a character has amassed; fortunately for us, the terminology that
describes bonuses is one of the most powerful tools the game provides to DMs and players. For a discussion of the most
common bonuses in the game, see the Bonus Types section in Chapter 2 of the Dungeon Master's Guide.
The first step in untangling the Gordian knot of bonuses in our example involves looking up the descriptions of the various
items and spells and finding the names of all those bonuses. So, let's do that:
 The gauntlets of ogre power provide a +2 enhancement bonus to Strength (from the item description in Chapter 7 of
the Dungeon Master's Guide).
 Chainmail provides a +5 armor bonus to Armor Class (Table 7-6 in the Player's Handbook). The armor has a +2
enhancement bonus, which increases the armor bonus it provides to +7 (from the discussion of magic armor in Chapter
7 of the Dungeon Master's Guide).
 A heavy shield provides a +2 shield bonus to Armor Class (Table 7-6 in the Player's Handbook).
 The ring of protection +1 provides a +1 deflection bonus to Armor Class (from the item description in Chapter 7 of the
Dungeon Master's Guide).
 The boots of striding and springing provide an enhancement bonus of +10 feet to speed, and a competence bonus of
+5 to Jump checks (from the item description in Chapter 7 of the Dungeon Master's Guide).
 The aid spell provides a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 +1 per caster
level temporary hit points, to a maximum of 1d8+10 temporary hit points (from the spell description in the Player's
Handbook).
 The barkskin spell provides a +2 enhancement bonus to the recipient's natural armor, with additional +1 for every
three caster levels above 3rd, to a maximum of +5 at caster level 12th (from the spell description in the Player's
Handbook). We'll assume +2 for this example. Since the recipient is a human with a natural armor bonus of +0, this
spell increases the character's natural armor bonus to +2.
 The bull's strength spell provides a +4 enhancement bonus to the subject's Strength score (from the spell description
in the Player's Handbook).
 The cat's grace spell provides a +4 enhancement bonus to the subject's Dexterity score (from the spell description in
the Player's Handbook).
 The doom spell imposes the shaken condition on the subject. A shaken character has a -2 penalty on attack rolls, skill
checks, ability checks, and saving throws (from the spell description in the Player's Handbook and the glossary in the
Player's Handbook).
 The expeditious retreat spell provides an enhancement bonus of +30 feet to the subject's base land speed (from the
spell description in the Player's Handbook).
 The mage armor spell provides a +4 armor bonus to the recipient's Armor Class (from the spell description in the
Player's Handbook).
 The prayer spell gives the subject a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while
imposing a +1 penalty when a foe makes such rolls (from the spell description in the Player's Handbook).
 The shield spell provides a +4 shield bonus to the recipient's Armor Class and negates magic missile attacks directed at
the subject (from the spell description in the Player's Handbook).
 The shield of faith spell provides a +2 deflection bonus to the subject's Armor Class, with an additional bonus of +1 per
six caster levels, to a maximum of +5 (from the spell description in the Player's Handbook). We'll assume +2 for this
example.
Rules Governing Bonuses
The basic rule to remember when combinhng two or more bonuses is this: two or more bonuses of different type stack, and
two or more bonuses of the same type overlap. In general, a bonus's name indicates its type. A bonus with no name has no
type and it stacks with any other bonus, but not with itself.
Stacking and Overlapping
When two or more bonuses stack, they're cumulative and you add their effects. If you stack two +1 bonuses, you get a +2
bonus.
When two or more bonuses overlap, they're not cumulative and you use only the highest bonus. You don't add the effects,
but they don't go away either. If one of whatever gives you an overlapping bonus goes away, the other might still be around
to take up the slack. Of course, there are some exceptions to this rule, and we'll look at those later, but for now let's just try
to answer our original question.
Speed
Our example human has a base speed of 30 feet. In chainmail, that drops to 20 feet (see Table 7-6 in the Player's
Handbook).
The character has two enhancement bonuses to speed (+10 feet from the boots of striding and springing and +30 feet from
the expeditious retreat spell). Since they're both enhancement bonuses, they overlap, and the character can use only the
higher bonus. Obviously, the +30 feet from the expeditious retreat spell is the speed bonus to use, but how does that interact
with the reduced speed from the chainmail?
1
Always apply increases to a speed before making any adjustments for armor or encumbrance (see Tactical Movement, in
Chapter 8 of the Player's Handbook). The expeditious retreat spell adds +30 feet to our human's base speed of 30 feet, which
yields a speed of 60 feet, which chainmail reduces to 40 feet (see Armor and Encumbrance in Chapter 2 of the Dungeon
Master's Guide). The boots are still working, however, so when the expeditious retreat spell ends the character still has a
slight speed increase. The character's base speed is still 30 feet, +10 from the boots, which chainmail reduces to 30 feet
(also from Armor and Encumbrance in Chapter 2 of the Dungeon Master's Guide).
Armor Class
Our example character has a wealth of Armor Class improvements:
 +7 armor bonus (+2 chainmail)
 +2 shield bonus (heavy shield)
 +1 deflection bonus (ring of protection +1)
 +2 natural armor (barkskin spell)
 +2 Dexterity bonus (the character's Dexterity is 17, thanks to the cat's grace spell, but chainmail allows only a +2
Dexterity bonus to Armor Class, says Table 7-6 in the Player's Handbook).
 +4 armor bonus (mage armor spell)
 +4 shield bonus (shield spell)
 +2 deflection bonus (shield of faith spell)
That's a lot of bonuses, but all the bonuses with the same names overlap, so we're left with the following:
 +7 armor bonus (+2 chainmail)
 +2 natural armor (barkskin spell)
 +2 bonus from Dexterity (from the cat's grace spell, as limited by the chainmail)
 +4 shield bonus (shield spell)
 +2 deflection bonus (shield of faith spell)
That's a total bonus of +17 to Armor Class, giving our example human (who has a base Armor Class of 10 with no size
adjustment) an Armor Class of 27.
Notes
Multiple Enhancement Bonuses: The character is effectively getting two enhancement bonuses to Armor Class (from the
+2 chainmail and the barkskin spell), and that works in this case because those two bonuses are being applied to two
different elements of the character's Armor Class.
Where Enhancement Bonuses Apply: In general, an enhancement bonus goes with a specific item a character uses, or
with one of the user's abilities or other statistics. The example character's touch Armor Class is only 14, because a touch
attack bypasses the character's armor bonus (including the +2 from the magic armor), natural armor bonus (including the +2
from the barkskin spell), and shield bonus. Those enhancement bonuses don't float around the character, warding off harm;
they improve a specific aspect of the character's defenses.
Overlapping Bonuses are Still in Place: This can become significant when dealing with Armor Class. For example, our
human has an Armor Class of 24 against an incorporeal touch attack, as follows:
 Base 10
 +2 Dexterity: The chainmail's Dexterity cap still applies, even though the chainmail itself can't block the attack.
 +4 shield bonus: The shield spell works against the attack because it is a force effect.
 +4 armor bonus: The mage armor spell works against the attack because it is a force effect. (But, neither the
chainmail's +2 enhancement bonus nor the barkskin's +2 enhancement bonus improve the mage armor's armor
bonus.)
 +2 deflection bonus from shield of faith spell.
Attack Bonus
Our example character enjoys several attack bonuses for both melee and ranged attacks.
 +5 on melee attacks from Strength 20 (base score of 16 and a +4 enhancement bonus from the bull's strength spell
[the +2 enhancement bonus from the gauntlets of ogre power overlap with the bonus from the spell and doesn't
apply]).
 +3 on ranged attacks from Dexterity 17 (base score of 13 and a +4 enhancement bonus from the cat's grace spell).
 +1 morale bonus on all attack rolls from the aid spell.
 +1 luck bonus on all attack rolls from the prayer spell.
 -2 penalty on all attack rolls from the shaken condition (courtesy of the doom spell).
That's a lot of bonuses (and one penalty), but all of them stack. Our example character enjoys a +5 bonus on melee attacks
and a +3 bonus on ranged attacks.
Notes
Base Attack Bonus Not Included: Whatever base attack bonus the example character might have isn't figured in here.
Penalties Are Unnamed: In the current version of the D&D game, no penalty has a name, so it "stacks" with any bonus and
it also stacks with all other penalties (but not with itself).
Full Dexterity Bonus Still Applies: Wearing armor does not reduce your Dexterity score or your Dexterity bonus. It just
limits how much of that bonus you can apply to your Armor Class. Our example character gets the full +3 on ranged attacks
from Dexterity 17.
Reflex Save
Most of the saving throw bonuses our example character has collected apply to all kinds of saving throws, but let's just look
at the Reflex save:
 +3 on Reflex saves from Dexterity 17 (base score of 13 and a +4 enhancement bonus from the cat's grace spell).
 +1 morale bonus from the aid spell if the attack is a fear effect (not many fear effects have Reflex saves, but anything
is possible).
 -2 penalty on all saves from the shaken condition (that nasty doom spell again).
 +1 luck bonus on all saves from the prayer.
Everything here stacks, so the example character has +2 bonus on Reflex saves (or +3 if the save happens to be against a
fear effect).
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Notes
Base Save Bonuses Not Included: Whatever base save bonus the example character might have isn't figured in here.
Full Dexterity Bonus Still Applies: As note previously, the Dexterity cap for armor applies only to Armor Class.
Jumping
Our example character actually is quite a jumper, even without the jump spell, thanks to a great Strength score and all that
speed, but let's work though all the modifiers:
 +5 from Strength 20 (see the section on attack bonus).
 -4 armor check penalty for the +2 chainmail (chainmail normally has a -5 penalty, but our example character has
magic chainmail, which has to be masterwork to receive any magical enhancement, so the penalty drops by a point).
 -2 armor check penalty for the heavy shield.
 +5 competence bonus from the boots of striding and springing.
 -2 penalty from the shaken condition (the doom spell once again).
 +4 bonus for speed 40 (see the section on speed).
 +1 luck bonus from the prayer spell.
Once again, all these stack, so our example character has a +7 bonus on Jump checks. Given a running start, the example
character can make a long jump of 27 feet given a really good roll; the character can count on making at least a 17-foot
jump in most cases.
Notes
Bonuses to Skills Count for Untrained Checks: When a skill can be used untrained, any bonuses to the check that a
character may acquire apply to the check.
The Jump Spell: A jump spell would give our example character at least a +10 enhancement bonus on Jump checks. This
stacks with all the example character's other Jump bonuses, for a total Jump bonus of +17, allowing running long jumps of
up to 37 feet.
Exceptions to the Rules for Stacking Bonuses
As with many things in the D&D game, the general rules are simple -- it's the exceptions that become difficult. Let's look at a
few.
Bonuses of the Same Type
As noted earlier, bonuses of the same type (and with the same name) don't stack, but that's not always true:
Circumstance Bonuses
Circumstance bonuses stack when they arise from different circumstances. For example, you might get a circumstance bonus
to Move Silently checks when you're walking on a soft surface, such as sand or moss. You might also get a circumstance
bonus to Move Silently checks when moving in a very noisy environment.
Dodge Bonuses
A dodge bonus affects your Armor Class. All dodge bonuses stack. Most bonus types have names so that you can tell which
one you can stack. A dodge bonus is named so that you can tell when you get it and when you don't. For example, you can't
use dodge bonuses when you're flat-footed or anytime you're denied a Dexterity bonus.
Unnamed Bonuses
A bonus that doesn't have a name stacks with anything except itself. This is always true, but it's sometimes hard to
remember. For example, many feats provide unnamed bonuses, so don't panic when you read a feat description and it
provides a bonus without a name. An unnamed bonus from a feat stacks with any other bonus; however you can't stack that
unnamed bonus if you take the feat twice.
Synergy Bonuses
What once was called a synergy bonus in the previous version of the D&D game is now just an unnamed bonus. For example,
if you have 5 or more ranks in the Handle Animal skill, you get a +2 bonus on Ride checks and wild empathy checks. As an
unnamed bonus, this stacks with other bonuses you might have to Ride checks or wild empathy checks.
Base Attack and Save Bonuses
The base attack bonus and base save bonuses a character gets from class levels -- or that a creature gets from its type and
Hit Dice -- are not true bonuses at all. (That's one reason why base attack and save bonuses aren't mentioned in the Bonus
Types section in Chapter 2 of the Dungeon Master's Guide.) This is a situation where the language of the game gets a little
muddy. Base attack and save bonuses are called "bonuses" strictly as a matter of convenience, mostly because you write
them down and use them just like a regular bonus.
You can treat a base attack bonus or a base save bonus just like an unnamed bonus, except that two or more base attack or
save bonuses from different classes always stack. You cannot take a class twice and stack the base attack or base save
bonuses from the class. Instead, you must add up all your levels in the class and use the appropriate base attack and base
save bonuses for that level.
It's also important to remember that you don't get extra attacks when you add extra bonuses to a high base attack bonus.
For example, if your base attack bonus from all your classes is +7, you can make two attacks when you use the full attack
action (+7/+2). If you then add +3 points to your attacks from a high ability score and another +2 from an enhancement
bonus on your weapon, you still get only two attacks, but you add that +2 and +3 (for a total of +5) to each attack
(+12/+7).
Inherent Bonuses and Level-Based Ability Increases
When you have an inherent bonus to an ability score, you're limited to a +5 inherent bonus to any single ability score. Since
an inherent bonus has a name, it won't stack with another inherent bonus (so be careful with those manuals and tomes). The
ability score increase you get every four character levels is not an inherent bonus; the ability score you choose to increase
just gets bigger.
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A Final Word
That's about all there is. There's not much to stacking bonuses. Just remember the basic rules:
 Bonuses with different names stack.
 Bonuses with the same names overlap (don't stack)
 Bonuses with no names stack with any other bonuses (but not with themselves).
And remember the major exceptions:
 Dodge bonuses stack with each other.
 Circumstance bonuses stack when they arise from different circumstances.
4
All about sneak attacks
Foreword
It seems that some DMs and players out there just can't agree on how the sneak attack ability really works. To be sure, a
clever player can deal out a big pile of damage through sneak attacks. A 20th-level rogue fighting with two weapons could
deal 40d6 points of damage or more in a single round of sneak attacks, which is enough to make most DMs cry "foul" the first
time a PC tries it.
So, let's examine just when sneak attacks are possible, how many sneak attacks characters can make during 1 round, and
how the rules for sneak attacks interact with other rules that govern combat.
The Basics of the Sneak Attack
For basic rules governing sneak attacks, look in the rogue class description in Chapter 3 of the Player's Handbook. Here's an
overview.
Sneak attacks require one of two basic conditions:
 The target must be denied his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not)
against the attack.
OR
 The attacker must flank the target.
If the attacker cannot meet either of these two conditions, no sneak attack is possible. If the attacker can meet at least one
of these conditions, a sneak attack is possible, provided that something else doesn't intrude and spoil the sneak attack.
Several things can kill a sneak attack, even if the attacker sets up the attack properly:
 Ranged attacks can be sneak attacks only if the range is 30 feet or less.
 The attacker must use a weapon optimally to make a sneak attack. If the attacker takes the -4 penalty to deal
nonlethal damage, no sneak attack is possible. (A weapon that normally deals nonlethal damage, such as a sap, can be
used in a sneak attack; however, you deal nonlethal damage if you do so.)
 Sneak attacks are possible only against living creatures that have discernible anatomies. Undead, constructs, oozes,
plants, and incorporeal creatures are not subject to sneak attacks, and creatures that are not subject to critical hits are
not subject to sneak attacks also.
 Sneak attacks require a clear view of the target. Any degree of concealment -- even concealment from fog (a lousy
20% miss chance) foils sneak attacks.
 Sneak attacks are possible only when the attacker can reach the target's vital spots. If you're limited to beating the foe
about the ankles, you can't make sneak attacks against him.
Beyond the Basics
So just when do those conditions and counter conditions apply? I'm glad you asked.
Defender Denied Dexterity Bonus
When the rules speak of a defender being denied a Dexterity bonus, they refer to any number of exceptional combat
situations in which a creature cannot effectively defend itself by blocking or dodging physical assaults. Creatures that have no
Dexterity bonus to Armor Class, or creatures that have penalties are not "denied" a Dexterity bonus in a normal combat
situation.
Fortunately for characters who rely on sneak attacks (and unfortunately for everyone else), such combat situations abound.
Here's a list:
Being Caught Flat Footed
This happens to almost everybody sooner or later. Anyone who is surprised is flat-footed during the ensuing surprise round.
Surprised or not, anyone also is flat-footed during the first round of any combat from the time the combat begins until the
creature takes its first turn in the initiative cycle.
Flat-footed creatures have two big disadvantages: They can't make attacks of opportunity and they can't use their Dexterity
bonus (if any) to Armor Class. This makes them vulnerable to melee sneak attacks and to ranged sneak attacks (but see the
section on uncanny dodge).
Facing an Unseen Opponent
To properly defend itself in combat, a creature must be able to see its foe, or use some ability acute enough to substitute for
sight, such as the blindsight special quality (or the uncanny dodge ability; see the section on uncanny dodge below).
When facing a totally concealed foe, a creature is denied Dexterity bonus (if any) to Armor Class and the attacker gets a +2
attack bonus as well.
Perhaps the most common form of total concealment is the invisibility spell. A regular invisibility effect is broken when you
attack. If you begin your turn under such an effect and you're making multiple attacks, you'll be invisible only for the first
attack and your opponent will be denied Dexterity bonus to Armor Class (if any) against that first attack.
Just about everyone has total concealment against a blinded creature, and total darkness gives everything total concealment
against foes that don't have darkvision. Remember however, that concealment cuts both ways. Sneak attacks aren't possible
when the target has any concealment whatsoever.
Some special qualities and skills allow creatures a limited ability to locate unseen foes. The scent special quality and the Spot
and Listen skills all give some chance of figuring out exactly where an unseen foe lurks. So can cruder means, such as
scattering sand or flour all over a dungeon floor when you suspect there's an invisible foe nearby. These measures allow you
to locate an unseen foe, and possibly attack her, but they don't negate the foe's total concealment, so they won't keep you
from being sneak attacked. It's not enough to know where your foe is. You've got to know when and where the attack is
coming.
On the other hand, it's only total concealment that interferes with Dexterity bonuses to Armor Class. Anything that knocks
down total concealment to a lower degree makes any Dexterity bonuses to Armor Class available again. A spell such as see
invisibility or true seeing robs an invisible foe of its total concealment, but only for the creature using the spell; the spell user
could then use other means to render the invisible foe at least partially visible to allies, however. Splattering an invisible foe
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with a little flour or paint reduces or eliminates an invisible creature's total concealment, at least for a little while, as does a
trusty glitterdust or faerie fire spell.
The blindsight ability allows its user to discern any unseen creature within range just as though the unseen creature was fully
visible (provided the creature with blindsight has line of effect to the concealed creature). A creature with blindsight thus
retains its Dexterity bonus to Armor Class (if any) against an unseen foe and blindsight also negates most kinds of
concealment. This means that you can't sneak attack a creature with blindsight unless you have it flanked or catch it flatfooted. Also, a creature with blindsight can ignore any concealment a foe has when making a sneak attack of its own.
A blink spell provides the user with some degree of concealment -- and foils sneak attacks -- when the attacker cannot see
ethereal opponents. (Both the see invisibility and true seeing spells reveal ethereal opponents).
An attacker that can see, but not affect, ethereal opponents still has a miss chance (20%) against a target using blink
because the foe might be ethereal when the attack strikes; however, this does not arise from concealment and does not foil
sneak attacks (though a miss is still a miss).
When an attacker is using blink itself, it has a 20% miss chance (because it sometimes finds itself ethereal when its attack
strikes home). This miss chance also does not interfere with the attacker's sneak attacks. In fact, a blinking attacker strikes
as an invisible creature, and its foes are denied Dexterity bonus (if any) to Armor Class and that makes sneak attacks
possible. If the blinking attacker's target can see ethereal opponents, that foe retains Dexterity bonus (if any) to Armor Class
and cannot be sneak attacked unless flat-footed or flanked. Because a blinking attacker's "invisibility" is actually
etherealness, blindsight does not allow a foe to retain its Dexterity bonus against the attacker, and blindsight does not reduce
the miss chance for attacks against the blinking combatant.
Immobilized
When you can't move, you can't use your Dexterity bonus (if any) to Armor Class, and you can be sneak attacked even when
you're not flanked or caught flat-footed.
Any of these conditions keep you from using your Dexterity bonus to Armor Class: grappled, held, helpless, incapacitated,
pinned, or stunned. Immobility is one time when the uncanny dodge ability doesn't foil a sneak attack (see the section on
uncanny dodge).
Grappling is worth a special note. When you're grappling, you lose your Dexterity bonus to Armor Class (if any) against any
foe that you are not grappling, and that's true no matter who started the grapple -- you're just as vulnerable if you initiate a
grapple as you are when a foe grapples you. You retain your Dexterity bonus to Armor Class, however, against a foe you are
grappling. So, if someone grabs you, you can't sneak attack that foe, but your buddies could.
When you're climbing (ascending or descending a vertical surface or a slope too steep to walk up) you cannot use your
Dexterity bonus to Armor Class, which makes you vulnerable to sneak attacks (even if you have uncanny dodge).
Being entangled impedes your movement and reduces your effective Dexterity score, but it does not make you vulnerable to
sneak attacks.
Defender Flanked
Creatures become susceptible to sneak attacks when flanked because they must divide their attention between two or more
opponents whose relative positions make it difficult to block or dodge their attacks. The situation is something like dealing
with an unseen foe, but isn't quite as severe.
To flank an opponent, two allies must be on opposite sides of that opponent, and they both must threaten the opponent
(Chapter 8 in the Player's Handbook has some handy diagrams that explain flanking). You threaten an opponent when you
can make an armed melee attack against that opponent. You're "armed" when you use a manufactured weapon, natural
weapon, the Improved Unarmed Strike feat, or the monk's unarmed strike ability. You don't actually have to have a weapon
that can hurt an opponent to threaten that opponent. If you and your buddy have no silver weapons but find yourselves on
opposites sides of a werewolf, you still flank the werewolf (but see the final section of this article series).
You can flank with any melee weapon, including a reach weapon, but you cannot flank with a ranged weapon.
You get a flanking bonus from any ally your foe can see (and who is in the correct position to flank). If your foe can't see you,
you don't provide a flanking bonus to any ally. You literally cannot flank a blind creature; however, a blind creature loses its
Dexterity bonus to Armor Class against your attacks (so you can sneak attack it), and you get a +2 to attack it to boot.
Creatures with the blindsight ability effectively "see" within blindsight range and can be flanked.
The improved uncanny dodge class ability can prevent a creature from being flanked (see the next section).
Uncanny Dodge and Sneak Attacks
The uncanny dodge class ability is just about the nastiest sneak attack breaker in the game. Only immunity to critical hits
offers more absolute protection against sneak attacks. So, uncanny dodge gets a section in the article all to itself.
The uncanny dodge ability allows a flat-footed creature to retain its Dexterity bonus to Armor Class (if any) and it foils sneak
attacks when in does so.
The uncanny dodge ability also allows a creature to use its Dexterity bonus (if any) against unseen foes, so an unseen foe
must find some other way to make sneak attacks against creatures with this ability.
Uncanny dodge does not allow a creature to keep its Dexterity bonus to Armor Class (if any) when it is physically cannot
move. If you're grappled, held, helpless incapacitated, pinned, or stunned, you lose your Dexterity bonus to Armor Class. If
you're attacked while climbing, you also cannot use your Dexterity bonus to Armor Class. Uncanny dodge doesn't allow you to
retain your Dexterity bonus to Armor Class in any of these cases.
The improved uncanny dodge class feature can keep a creature from being flanked, except by a rogue who is four or more
levels higher than the target. An attacker with sufficient rogue levels can flank the defender simply by having an ally opposite
the defender, if that ally cannot flank the defender himself, provided that the defender can see or perceive your ally (see the
section on flanking). In such a case, the ally gets no benefit for being in a flanking position, but the rogue gets full benefits.
When determining who can flank whom, start by counting the target's levels, and count only those levels in classes that
provide the uncanny dodge class feature. Then count up the attacker's levels, counting only levels in classes that provide the
sneak attack class feature. For example, a 10th-level rogue could not flank a 5th-level barbarian/5th-level rogue but the
same character could flank a 5th-level barbarian/5th-level bard. Likewise, a 7th-level rogue/7th-level assassin could flank a
5th-level barbarian/5th-level rogue.
Damage from Sneak Attacks
The bonus damage from a sneak attack is expressed as extra dice and it is not multiplied with a successful critical hit, or
when an attack otherwise gets a damage multiplier. For example, a rogue charging with a mounted lance can make a sneak
attack, but the damage multiplier for the mounted charge doesn't apply to the sneak attack.
6
A successful sneak attack increases the damage dealt. When you make a sneak attack against a foe with damage reduction,
roll the sneak damage and add it to the damage from the hit before applying the effects of damage reduction.
Sneak attack damage is always the same type of damage as the weapon used to make the sneak attack. For example, if you
make a sneak attack with a sword (a slashing weapon), all the damage from the sneak attack is slashing damage (also see
the Spells as Sneak Attacks section below).
Number of Sneak Attacks
Provided it is possible for you to make a sneak attack at all, you can make multiple sneak attacks when you use the full
attack action. For example, if you have a higher initiative result at the beginning of an encounter, your foe is flat-footed and
every attack you make is a sneak attack. The same is true if you flank your foe.
Anything that allows you to make extra attacks during the full attack action gets you extra sneak attacks as well: fighting
with two weapons, the haste spell, and the monk's flurry of blows are the most common ways of getting extra attacks.
Remember the earlier note about invisibility effects, however. If you're relying on invisibility to set up a sneak attack, you'll
only have the effect for the first attack you make during your turn. You'll still get all your extra attacks, but only the first will
be a sneak attack. You don't have this problem if you're using a greater invisibility effect.
Volley Type Attacks
Sometimes, you make multiple attack rolls as part of the same attack, such as when you use the Manyshot feat. When you
do so, only the first attack in the volley can be a sneak attack.
Weapons and Armor Used in Sneak Attacks
You can make sneak attacks with any weapon you can wield. The weapon does not have to be on the rogue weapon list. As
noted earlier in this article series and in the rogue class description, you cannot make a sneak attack if you take the -4
penalty to make a weapon that deals lethal damage deal nonlethal damage (or vice versa), because you're deliberately not
using the weapon in the optimal way. You can make a sneak attack, however, when you're not proficient with a weapon -nonproficient use isn't exactly "optimal" but is close enough for a sneak attack.
Likewise, the armor you wear has no effect on your ability to sneak attack, though any combat penalties you suffer for
nonproficient armor or shield use still apply to your attacks.
Spells as Sneak Attacks
Any spell that requires an attack roll and deals damage can be used in a sneak attack. In this case "damage" is normal
damage, nonlethal damage, ability damage, or energy drain. You can sneak attack with a Melf's acid arrow spell, but not with
a magic missile spell.
Ranged spells are effective as sneak attacks only at ranges of 30 feet or less (just like any other ranged sneak attack).
A successful sneak attack with a weaponlike spell inflicts extra damage according to the attacker's sneak attack ability, and
the extra damage dealt is the same type as the spell deals. For example, a 10th-level rogue who makes a successful sneak
attack with a Melf's acid arrow spell inflicts 2d4 points of acid damage, plus an extra 5d6 points of acid damage from the
sneak attack (note that continuing damage from this spell is not part of the sneak attack). Spells that inflict energy drains or
ability damage deal extra negative energy damage in a sneak attack, not extra negative levels or ability damage. For
example, a 10th-level rogue who makes a successful sneak attack with an enervation spell deals 1d4 negative levels plus an
extra 5d6 points of negative energy damage.
If the sneak attack with a weaponlike spell results in a critical hit, the damage from the spell is doubled but the extra sneak
attack damage is not doubled (as with any sneak attack).
With spell effects that allow you to make multiple attack rolls, such as the energy orb spells or the Split Ray feat from Tome
and Blood, you must treat the effect like a volley -- only the first attack can be a sneak attack.
A Totally Unofficial Rule for Dealing with Foes Trying to Flank You
This is a variant rule the tactical aspects of flanking and what you might be able to do about it if you find yourself flanked.
You can disregard attacks from an opponent flanking you. When you do, that opponent doesn't get the +2 flanking bonus
when attacking you and that opponent does not provide a flanking bonus to any of its allies. Ignoring a flanker, however,
provokes an attack of opportunity from that flanker, and you lose your Dexterity bonus to Armor Class against that flanker.
You do, however, continue to threaten that flanker.
If the flanker is out of attacks of opportunity, you can ignore the flanker (and deny the flanking bonus) with impunity.
If you can't see (or locate) the flanker, you disregard the flanker by default, and you provoke the attack of opportunity.
You must make the decision to disregard a flanker as soon as the foe moves into a flanking position. You can change your
decision as a free action on your turn (you still must disregard a flanker you can't see.)
Designer's Notes
This rule gives certain creatures the option to ignore flankers when they don't pose any real danger to them. Lycanthropes
facing foes that aren't armed with silver weapons, as well as characters with very high Armor Classes facing much weaker
foes, can soften the effects of being surrounded. Many other creatures can use the rule to limit sneak attacks against them,
but at the risk of extra attacks of opportunity from other foes. This rule also means that you often cannot provide a flanking
bonus to your allies if you're out of attacks of opportunity (though foes may have a hard time determining exactly when that
situation occurs).
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All about spell-like abilities
Foreword
The grinning demon vanishes with a smirk and a mocking bow, the coy dryad bewitches the woodsman with no more than a
fetching look, the trio of loathsome hags turns the hero into a toad with naught but a derisive cackle. That's three examples
of spell-like abilities in action. What are spell-like abilities? Why are they called that? How do they work? Read on to find the
answers these questions and to a few others that tend to pop up in connection with spell-like abilities.
What Is a Spell-Like Ability?
The term "spell-like ability" has been part of the D&D game for many years, and it still retains its essential meaning: A spelllike ability is a magical trick that works exactly like a spell of the same name. How does a dryad's charm person spell-like
ability work? Just like a charm person spell.
Spell-like abilities first arrived in the game along with magically accomplished creatures such as demons. They served as
handy shortcuts for designers trying to give such creatures an appropriate amount of magical punch without getting too longwinded. Earlier versions of the game didn't have much to say about spell-like abilities. When a creature had them, you got a
list of the spell names the creature could duplicate and usually some information about how often the creature could use each
ability.
In the current version of the D&D game, the term "spell-like ability" has taken on a little more meaning. It refers to a broad
category of magical abilities that work more or less like spells, as noted below. Most of the details in the next two sections
come from the discussion of spell-like abilities in Chapter 10 of the Player's Handbook and in the Monster Manual glossary.
Similarities Between Spells and Spell-Like Abilities
A spell-like ability is like a spell in the following ways:
 Using a spell-like ability is a standard action that provokes an attack of opportunity. Sometimes using a spell-like ability
can be a free action or a full-round action, or it can have an even longer activation time. However, it's a standard
action unless the ability description specifically says otherwise. A creature using a spell-like ability can use all the tricks
that a spellcaster can use to avoid that nasty attack of opportunity. The creature can take a 5-foot step before using
the ability (so as to get out of a threatened area). The creature also can make a Concentration check to use the ability
defensively.
 A spell-like ability can be disrupted. Anything that could disrupt a spellcaster's concentration and ruin a spell can do the
same thing to a spell-like ability. (See the section on disrupting spell-like abilities, below.)
 A spell-like ability is subject to the effects of antimagic. An antimagic field or a beholder's antimagic ray suppresses a
spell-like ability so that it has no effect. This suppression does not dispel the ability, however, so if the spell-like
ability's duration outlasts the antimagic effect, the spell-like ability resumes functioning when the antimagic effect goes
away. An antimagic effect also blocks line of effect (see Chapter 10 in the Player's Handbook) for any magical ability,
though a creature always has line of effect to itself. So a creature with a spell-like ability could use the ability on itself,
even in an antimagic field. The magic still would be suppressed while the creature remains inside the antimagic effect,
and the creature would gain no benefit from the ability until it left the area of antimagic. Time spent inside the
antimagic effect still counts against the magic's duration, however.
 A spell-like ability can be dispelled. All the usual limitations of dispel effects apply to dispels used against spell-like
abilities. For example, a spell-like ability with an instantaneous duration cannot be dispelled, and the dispel user must
make a successful caster level check to dispel any spell-like ability with a longer duration.
 A spell-like ability has a caster level. The description of the creature will give its caster level for its spell-like abilities
(which, among other things, determines the DC for the caster level check to dispel the ability). If no caster level is
given, its caster level is equal to its Hit Dice. In many cases, however, a creature's caster level for spell-like abilities is
not the same as its Hit Dice, and it might not be the same for all its spell-like abilities. Likewise, if the creature actually
can cast spells, its caster level for its spells might be different than its caster level for spell-like abilities; check the
creature's description to be sure. Some spell-like abilities duplicate spells that are not subject to dispelling; if so, the
spell-like ability also is not subject to dispelling.
 A spell-like ability is subject to spell resistance. The creature using the spell-like ability must make a caster level check
to overcome the subject's spell resistance, using its caster level for the spell-like ability in question. Some spell-like
abilities duplicate spells that are not subject to spell resistance. If so, the spell-like ability also is not subject to spell
resistance.
 A save DC for a spell-like ability is calculated the same way a save DC for a spell is calculated. The save DC for a spelllike ability (unless its description specifically says otherwise) is: 10 + the level of the spell the ability duplicates + the
user's Charisma modifier. The user's Charisma modifier affects the ability's save DC no matter what spell the ability
duplicates.
A spell-like ability is not a spell
A spell-like ability is not a spell: if it was, it would simply be called a spell.
Important differences between spell-like abilities and spells include the following:
 A spell-like ability has no verbal, somatic, material, focus, or XP components. Using a spell-like ability is a purely
mental action, albeit one that requires enough concentration to provoke attacks of opportunity. It is quite possible,
however, that a creature using a spell-like ability might add some gesture, word, or flourish just for dramatic effect.
 A spell-like ability cannot be used as a counterspell, and it is not subject to counterspells. A counterspell involves
recognizing a spell as it is being cast, then quickly altering that same spell so as to create an opposite effect that
cancels out the original spell. A spell-like ability is essentially hardwired into its user's psyche, and its power is released
mentally. The process is sufficiently different from spellcasting so it that doesn't allow a foe to identify the spell-like
ability, and a counterspell cannot interfere with the spell-like ability's magical energy as it can with a spell. As noted
earlier, a spell-like ability is subject to dispelling (provided the spell it duplicates is subject to dispelling). When a spelllike ability can be dispelled (as most of them are) one can effectively counter them with a dispel magic spell. While
spell-like abilities are not normally subject to counterspells, dispel magic is not really a counterspell. When you use
8
dispel magic as a counterspell, what you're really doing is casting a quick, targeted dispel effect at the correct moment
to negate the enemy spell and not creating an opposite magical effect that cancels your enemy's spell.
 A spell-like ability is not subject to spell failure. A creature using a spell-like ability that duplicates an arcane spell
doesn't have to worry about arcane spell failure from armor it wears (assuming it's wearing armor) or about spell
failure from any other source or condition (such as deafness).
 A spell-like ability need not be prepared in advance. As noted earlier, a spell-like ability is hard-wired into the user. A
creature with a spell-like ability doesn't have to do anything to get its daily allotment of spell-like abilities. It does not
need to study, pray, mediate, or even rest.
 A spell-like ability is not subject to metamagic. For many of the same reasons a spell-like ability cannot be countered, it
also cannot be modified through metamagic in any way. Some creatures have special feats that allow them to duplicate
the effects of metamagic on their spell-like abilities (such as the Quicken Spell-Like Ability feat). It's also possible for a
creature to have a spell-like ability that duplicates spells already altered by metamagic. For example, the archmage
prestige class allows a character to make a spell modified by metamagic into a spell-like ability.
Disrupting Spell-like Abilities
In most cases, one can disrupt a foe's spell-like ability in exactly the same way one disrupts a spell. For example, a creature's
opponents can ready attacks to disrupt its spell-like abilities, and if they hit the creature while it uses a spell-like ability, they
may cause the ability to fail. The DC for the creature's Concentration check is exactly the same as it would be if the creature
were casting a spell. Likewise, if the creature tries to use the spell-like ability defensively, the ability doesn't work unless the
creature makes a successful Concentration check.
For instance, suppose that a group of adventurers closes in on a pesky vrock demon and begin pounding it to bits with their
melee attacks (as adventurers usually do when they get the chance). The vrock decides to escape via its greater teleport
ability. The vrock must use a standard action to trigger the ability, and the action provokes an attack of opportunity from all
foes that threaten the demon at the time. Let's say the vrock is canny enough to use a 5-foot step to move away from all but
one foe (Sondranna the barbarian). Let's also say that Sondranna hits with her attack of opportunity and deals 16 points of
damage with her greataxe. Unfortunately, the vrock has damage reduction 10/good, and Sondranna's greataxe, though
magical, is not good, so Sondranna's blow only deals 6 points of damage to the demon. The demon still took some damage,
however, and must make a Concentration check to finish using the ability. The DC for the vrock's Concentration check will be
the same as if it were damaged while casting a greater teleport spell: 10 + spell level (because the vrock was "casting" when
the distraction occurred, see the Concentration skill description) + damage dealt. In this case the DC is 23 (10+7+6). With
the vrock's Concentration score of +20, its check probably will succeed.
Later, the vrock returns with a friend in tow and the pair resume the attack on the party. After several rounds of violent
maneuvers, the party corners both vrocks, and the two demons decide to tough it out and fight. One vrock, however, decides
to use its mirror image spell-like ability to help it avoid a few hits from Sondranna and her allies. The vrock decides to use the
ability defensively to avoid a hail of attacks of opportunity. Because the vrock is using the ability defensively, it must succeed
at a Concentration check to successfully use the ability. The DC for the check is 15 + the spell level. Mirror image is a 2ndlevel spell, so the DC is a mere 17. The vrock will succeed with this check automatically thanks to its Concentration score of
+20 (there's no automatic success or failure on a check as there is with a saving throw or attack roll, see page 63 in the
Player's Handbook), and so the vrock's use of mirror image won't provoke any attacks of opportunity this time. However, let's
suppose that Sondranna has seen this trick before and that she has readied an action to disrupt the vrock's magic use. The
vrock's defensive power use won't interfere with the readied action (it only keeps the power use from provoking attacks of
opportunity). Furthermore, let's assume Sondranna has received a bless weapon spell for her greataxe, making it a good
weapon that bypasses the vrock's damage reduction. Sondranna hits and deals 18 points of damage to the vrock; the mirror
image is not yet in effect because Sondranna's readied action interrupts the magic use, so there's no chance that Sondranna's
blow will strike an image instead of the vrock. The vrock must make a Concentration check with a DC of 30 (10+2+18).
Suppose the check fails. This use of the vrock's mirror image power is wasted. The vrock can use mirror image at will,
however, so it can try again next round. The vrock used a standard action to employ its mirror image power, so it's pretty
much done for this round. It could take a move action, but it cannot attack or use another spell-like ability (both of which also
would require standard actions). It could take a move action, but it declines to do so, preferring to keep its foes within reach.
Determining a Spell Level for a Spell-Like Ability
It's often necessary to determine what level spell a spell-like ability duplicates. For example, you'll need to know the spell
level whenever someone uses a detect magic spell to study a spell-like ability's ongoing effects. Also, as noted earlier, you'll
often need to know the ability's level to determine the DC for any Concentration check the user might have to make when
employing the ability.
The spell level also affects the saving throw DC for the spell-like ability, but that information usually is included in the user's
creature description.
Exactly what level spell a spell-like ability duplicates often proves unclear, because most spells become available to casters of
different classes at different levels. To determine the spell level for a spell-like ability, always use the level for the
sorcerer/wizard version of the spell. If the spell has no sorcerer/wizard level, use cleric, druid, bard, paladin, or ranger level,
in that order. Sometimes a creature's description will specify a kind of caster for the creature's spell-like abilities. If this is so,
use the appropriate level for the spell-like ability.
You also can calculate a spell-like ability's level from the saving throw listed for it. Simply subtract 10 + the user's Charisma
modifier from the listed DC and the result is the ability's spell level.
As noted earlier, some spell-like abilities don't duplicate spells. For example, a paladin's ability to call a special mount is a
spell-like ability gained at 5th level. This ability is very similar to the 1st-level mount spell and can be treated as a 1st-level
effect.
Determining the Version of a Spell
Some spells work differently for different kinds of casters. In such cases, use the sorcerer/wizard version of the spell. If the
spell has no sorcerer/wizard version, use cleric, druid, bard, paladin, or ranger level, in that order. Sometimes a creature's
description will specify a kind of caster for the creature's spell-like abilities. If this is so, use the version for the spell-like
ability.
9
Using a Spell-Like Ability
As noted earlier, using a spell-like ability requires a standard action and concentration. It requires nothing else. (Also as
noted earlier, a spell-like ability has no verbal, somatic, material, focus, or XP components.)
So what does a spell-like ability look like when it's used? Well, the answer is pretty much any way the user wants it to look
and can pull off. When a creature simply uses a spell-like ability without any dramatic flourishes, it still shows some sign that
it's concentrating. For example, it might stop moving for a moment, or it may furrow its brow (if it has any brows to furrow)
or make some incidental gesture. Note, however, that using a spell-like ability is a purely mental action, and a creature could
use one even when bound and gagged or when paralyzed. If a creature can think, it can use its spell-like abilities.
Anything that disrupts a creature's mental processes or concentration also prevents the use of spell-like abilities, including
the feeblemind spell and the following character conditions (refer to the condition summary on page 300 of the Dungeon
Master's Guide):
 Cowering
 Dazed
 Dead
 Dying
 Fascinated
 Frightened*
 Flat-footed
 Nauseated
 Panicked*
 Petrified
 Stable
 Stunned
 Turned*
 Unconscious
*Some spell-like abilities might remain available to the creature, see the notes that follow.
Additional Notes on Conditions
Some conditions merit additional comments:
Ability Damage or Ability Drain
Any ability damage or drain that renders a creature unconscious also renders it unable to use spell-like abilities. Creatures
with Intelligence, Wisdom, or Charisma scores reduced to 0 are unconscious. Reductions in Charisma can reduce the save DC
for a creature's spell-like ability if they're sufficient to lower the creature's Charisma modifier.
Blinded
A blinded creature usually cannot aim spell-like abilities that duplicate targeted spells (unless it can touch the target) and
must specify the point of origin for area or effect spells (see Aiming a Spell on page 175 in the Player's Handbook). The
creature can still aim a ray or touch spell, but must use the procedure for attacking an unseen opponent to do so (see
Invisibility on page 295 of the Dungeon Master's Guide).
Confused
If the d% roll indicates that the creature can act normally this round, it can use its spell-like abilities this round, otherwise, a
confused creature cannot use spell-like abilities.
Dazzled
The -1 penalty on attack rolls from this condition applies to any attack roll the creature makes to use a spell-like ability (such
as a touch attack or ranged touch attack).
Disabled
Using a spell-like ability while disabled causes the creature to lose a hit point. Unless the spell-like ability increased the
creature's hit points, it begins dying after it takes the damage.
Energy Drained
A creature retains its spell-like abilities (and its caster level for those abilities) no matter how many negative levels it gain or
how many Hit Dice it might lose as a result of those negative levels. The penalties from negative levels apply to any attack
rolls a creature makes to use a spell-like ability (such as a touch attack or ranged touch attack).
Frightened
If a frightened creature has a spell-like ability that allows it to flee from the source of its fear, it must use that ability to flee if
it can't escape any other way.
Grappled
A creature can use its spell-like abilities if grappled. Doing so requires a Concentration check (DC 20 + the duplicated spell's
level).
Panicked
If a panicked creature has a spell-like ability that allows it to flee from the source of its fear, it must use that ability to flee if
it can't escape any other way.
Pinned
A creature can use its spell-like abilities if pinned. Doing so requires a Concentration check (DC 20 + the duplicated spell's
level).
Turned
If a turned creature has a spell-like ability that allows it to flee from the source of the turning, it must use that ability to flee if
it can't escape any other way.
10
How Often Can Spell-Like Abilities Be Used?
Most spell-like abilities have a daily use limit (most often once a day or three times a day). A spell-like ability that is usable at
will has no use limit at all, and the creature can use it as often as it likes; however, an at will ability still requires a standard
action to use unless its description specifically says otherwise.
As noted earlier, spell-like abilities with daily use limits become available to the creature automatically each day. The creature
doesn't need to rest, study, or prepare for them in any way. In this case, a "day" is any contiguous period of 24 hours. There
is no set "recharge" time for a spell-like ability. Instead, the creature can use the ability a set number of times in any given
period of 24 hours. For example, a lillend can use its darkness spell-like ability three times a day. The lillend cannot create
three darkness effects at 11 PM one day, then create three more two hours later (at 1 AM the next day). Instead, the lillend
can use darkness up to three times during any period of 24 consecutive hours. If she creates darkness at 11 PM on a given
day, she can use the ability only twice more during the following 24 hours. Let's say she uses the power again at 1 AM the
next day and again at 7 AM that same day. She has exhausted her daily limit on her darkness ability at 7 AM. The earliest she
can use the ability again is 11 PM on the second day, when she can use the power only once (because she already has used
the power twice during the preceding 24 hours). If she doesn't use the power at all after 7 AM the second day, the earliest
that she will have three uses available again will be 7 AM on the third day.
11
Going Metric
Foreword
So, you enjoy the D&D game, but you hail from a place where the metric system rules minor little things such as weights and
measures. Well, you could buckle down and learn the good old English system. After all, it was developed in the Middle Ages,
and it reflects a medieval approach to numbers. The system lends itself to division by halves, thirds, and quarters, which can
be pretty handy if you're an illiterate peasant who lives in a cash-poor society where most personal transactions are
accomplished through barter. So, using the English system will give you a more authentic medieval setting.
Okay, so you're not so dedicated to an authentic medieval setting. You grew up thinking metric and you'd like to have a
better idea of what the game's measurements actually represent. The table below shows some common English units and
their metric conversion factors.
Metric conversion factors
Length
One league equals 3 miles
Game Measurement Multiply By
Inches
25.4
Inches
2.54
Feet
30.5
Feet
0.305
Yards
0.914
Miles
1.61
Leagues
4.83
To Get
Millimeters
Centimeters
Centimeters
Meters
Meters
Kilometers
Kilometers
Area
Game Measurement
Square inches
Square feet
Square yards
Square miles
Acres
Multiply By
6.45
0.093
0.836
2.56
0.405
To Get
Square centimeters
Square meters
Square meters
Square kilometers
Hectares
Multiply By
29.6
0.473
0.946
3.79
28,000
0.028
To Get
Milliliters
Liters
Liters
Liters
Cubic centimeters
Cubic meters
Volume
US measure
Game Measurement
Fluid ounces
Pints
Quarts
Gallons
Cubic feet
Cubic feet
Weight
Short ton (2,000 pounds)
Game Measurement Multiply By
Ounces
28.3
Pounds
0.454
Tons
0.907
To Get
Grams
Kilograms
Metric tons
Converting Tactical Distances
The basic unit of distance for all tactical movement and combat in the D&D game is 5 feet, which is the size of one square.
Also, all ranges are given in numbers evenly divisible by 5. The conversion table shows that 5 feet is about 1.525 meters
(5x0.305=1.525). The number 1.525 isn't a very practical one for gaming, so let's say that 5 feet equals 2 meters for game
purposes. Why 2 meters? First, an even, whole number is more convenient to use than something that's closer to the mark,
such as 1.5 meters. Also, other d20 games that were designed from the beginning using metric measurements, such as the
Star Wars game, already use 2-meter squares.
It's important to make all our distances conform to this number rather than trying to convert them directly. For example, a
character with a speed of 30 (feet) has a speed of 12 (meters) in the metric game (not a speed of 9.15 meters). In either
case, the character travels 6 squares in one move action.
The table below shows common tactical speeds and their metric conversions:
Speed Table (English Units)
Tactical Speed
In feet
Base Speed
(squares)
Encumbered
(squares)
100
20
70
14
90
18
65
13
80
16
60
12
70
14
50
10
60
12
40
8
50
10
35
7
40
8
30
6
30
6
20
5
20
4
15
3
15
3
10
2
10
2
5
1
5
1
5
1
12
One Minute (Local)
In feet
Use normal or encumbered speed, whichever applies to the creature.
Current Speed
100
90
80
70
60
50
40
Walk
1,000
900
800
700
600
500
400
Hustle
2,000 1,800 1,600 1,400 1,200 1,000
800
Run (x3)
3,000 2,700 2,400 2,100 1,800 1,500 1,200
Run (x4)
4,000 3,600 3,200 2,800 2,400 2,000 1,600
30
300
600
900
1,200
20
200
400
600
800
15
150
300
450
600
10
100
200
300
400
5
50
100
150
200
One Hour (Overland)
In miles.
Use normal or encumbered speed, whichever
Current Speed 100 90 80 70 60
Walk
10
9
8
7
6
Hustle
20
18 16 14 12
applies to the creature.
50 40 30 20 15
5
4
3
2
1.5
10
8
6
4
3
10
1
2
5
0.5
1
In miles.
Use normal or encumbered speed, whichever applies to the creature.
Current Speed 100 90 80 70 60 50 40 30 20 15
Walk
80
72 64 56 48 40 32 24 16 12
10
8
5
4
One Day (Overland)
Speed Table -- English to (Metric Units)
Speed (feet)
Speed (meters)
Speed (squares)
100
40
20
90
36
18
80
32
16
70
28
14
60
24
12
50
20
10
40
16
8
30
12
6
28
14
20
10
24
12
16
8
20
10
14
7
16
8
12
6
12
6
10
5
8
4
6
3
20
8
4
15
6
3
10
4
2
5
2
1
Speed Table (Metric Units)
Tactical Speed
In meters.
Base Speed
(squares)
Encumbered
(squares)
40
20
28
14
36
18
26
13
32
16
24
12
6
3
4
2
4
2
2
1
2
1
2
1
One Minute (Local)
In meters.
Use base or encumbered
Current Speed
40
Walk
400
Hustle
800
Run (x3)
1,200
Run (x4)
1,600
speed, as applicable.
36
32
28
360
320
280
720
640
560
1,080
960
840
1,440 1,280 1,120
24
240
480
720
960
20
200
400
600
800
16
160
320
480
640
In kilometers.
Use base or encumbered speed, as applicable.
Current Speed 40
36
32
28
24
Walk
24 21.6 19.2 16.8 14.4
Hustle
48 43.2 38.4 33.6 28.8
20
12
24
16
9.6
19.2
12
7.2
14.4
12
120
240
360
480
8
80
160
240
320
6
60
120
180
240
8
4.8
9.6
6
3.6
7.2
4
2.4
4.8
4
40
80
120
160
2
20
40
60
80
One Hour (Overland)
2
1.2
2.4
One Day (Overland)
In kilometers.
Use base or encumbered speed, as applicable.
Current Speed
40
36
32
28
Walk
192 172.8 153.6 134.4
24
115.2
20
96
16
76.8
12
57.6
8
38.4
6
28.8
4
19.2
2
9.6
Thrown and Projectile Weapon Ranges
You can convert ranges for weapons using exactly the same method used for speeds. The table below shows metric ranges
for the thrown and projectile weapons included in the Player's Handbook:
Weapon Ranges
Throwing Weapons
Throwing weapons have a maximum range of 5 range increments.
English Range Increment Metric Range Increment
Axe, throwing
10 ft.
4m
Bolas
10 ft.
4m
Club
10 ft.
4m
Dagger
10 ft.
4m
Dart
20 ft.
8m
Hammer, light
20 ft.
8m
Javelin
30 ft.
12 m
Net
10 ft.
4m
Range Increment in Squares
2
2
2
2
4
4
6
2
13
Sai
Shuriken
Shortspear
Spear
Trident
10
10
20
20
10
ft.
ft.
ft.
ft.
ft.
4
4
8
8
4
m
m
m
m
m
2
2
4
4
2
Projectile Weapons
Projectile weapons have a maximum range of 10 range increments.
English Range Increment Metric Range Increment
Crossbow, hand
30 ft.
12 m
Crossbow, heavy (*)
120 ft.
48 m
Crossbow, light (**)
80 ft.
32 m
Longbow
100 ft.
40 m
Longbow, composite
110 ft.
44 m
Shortbow
60 ft.
24 m
Shortbow, composite
70 ft.
28 m
Sling
50 ft.
20 m
(*) Includes the heavy repeating crossbow.
(**) Includes the light repeating crossbow.
Range Increment in Squares
6
24
16
20
22
12
14
10
Spells
Spell Ranges
Spell ranges can be converted in the same manner as speeds and weapon ranges. Common ranges are shown in the table
below.
When a spell has a range in feet that is not listed here, simply divide the range in feet by 5 to get the number of squares it
reaches. To determine the range in meters, multiply the range in squares by 2.
Range
English
Metric
Squares
Personal
Caster
Caster
-Touch
Subject touched
Subject touched
-Close
25 ft. + 5 ft./caster level
10 m + 2 m/caster level
5 + 1/caster level
Medium
100 ft. + 10 ft./caster level 40 m + 4 m/caster level
20 + 2/caster level
Long
400 ft. + 40 ft./caster level 160 m + 16 m/caster level
80 + 8/caster level
0 feet
Subject touched (*)
Subject touched (*)
-10 feet
10 feet
2m
2
10 feet/level 10 feet/caster level
4 m/caster level
2/caster level
15 feet
5 feet
2m
1
20 feet
20 feet
8m
4
30 feet
30 feet
12 m
6
40 feet/level 40 feet/caster level
16 m/caster level
8/caster level
50 feet
50 feet
20 m
10
60 feet
60 feet
24 m
12
120 feet
120 feet
48 m
24
1 mile/level
1 mile/caster level
2.1 kilometers/caster level (**) 1,056
5 miles
5 miles
10.5 kilometers (**)
5,280
(*) Spells with a range of 0 feet generally involve placing some kind of sigil, glyph, or sign on something else. Such spells
effectively have a range of touch but you cannot "hold the charge" as you can with a touch spell.
(**) Range rounded down to the nearest 10th kilometer.
Spell Areas
Basic spell areas convert as shown in the table below.
When a spell has an area measured in feet that is not listed here, simply divide the area's dimensions in feet by 5 to get the
dimension in squares. To determine the dimension in meters, multiply the dimension in squares by 2.
Bursts
English
5-ft. radius
10-ft. radius
20-ft. radius
40-ft. radius
80-ft. radius
Metric
2-m radius
4-m radius
8-m radius
16-m radius
32-m radius
Squares
1-square radius
2-square radius
4-square radius
8-square radius
16-square radius
Cones
English
15 ft.
30 ft.
60 ft.
Metric
6m
12 m
24 m
Squares
3
6
12
Creatures
English
All allies and foes within
A 40-foot radius burst
All allies within 50 ft.
All enemies within 50 ft.
Creatures no more than 30 ft. apart
Metric
All allies and foes within
A 16-m radius burst
All allies within 20 m
All enemies within 20 m
Creatures no more than 12 m apart
Squares
All allies and foes within
An 8-square burst
All allies within 10 squares
All enemies within 10 squares
Creatures no more than 6 squares apart
14
Creatures no more than 60 ft. apart
Creatures no more than 24 m apart
Creatures no more than 12 squares apart
Cylinders
English
10-ft. radius
20-ft. radius
Metric
4-m radius
8-m radius
Squares
2-square radius
4-square radius
Emanations
English
5-ft. radius
10-ft. radius
20-ft. radius
40-ft. radius
60-ft. radius
Metric
2-m radius
4-m radius
8-m radius
16-m radius
24-m radius
Squares
1-square radius
2-square radius
4-square radius
8-square radius
12-square radius
Lines
English
5 ft. wide
Metric
2 m wide
Squares
1 square wide
Spreads
English
10-ft. radius
20-ft. radius
40-ft. radius
80-ft. radius
Metric
4-m radius
8-m radius
16-m radius
32-m radius
Squares
2-square radius
4-square radius
8-square radius
16-square radius
Metric
2-m cube
4-m cubes
8-m cubes
12-m cubes
24-m cubes
4-m square
8-m square
Squares
1-square cube
2-square cubes
4-square cubes
6-square cubes
12-square cubes
2-square square
4-square square
Others
English
5-ft. cube
10-ft. cubes
20-ft. cubes
30-ft. cubes
60-ft. cubes
10-ft. square
20-ft. square
Converting Character Height and Weight
Unlike tactical distances, character height and weight in the D&D game isn't based on any basic unit of game distance. You
can simply generate your character's height and weight according to Table 6-6 in the Player's Handbook and convert the
measurements you get into metric units using the table at the beginning of this article. Or, you can use the height and weight
table given below. The table will generally produce slightly shorter and lighter characters than you'll get if you use 6-6 in the
Player's Handbook and then convert the measurements.
Random Height and Weight
Add the height modifier to the base height.
To determine weight, first determine height. Multiply one half (round down) the character's height modifier by the weight
modifier and add the result to the base weight.
Race
Base Height Height Modifier Base Weight Weight Modifier
Human, man
150 cm
+2d20
50 kg
x(1d4) kg
Human, woman
140 cm
+2d20
40 kg
x(1d4) kg
Dwarf, man
115 cm
+2d8
60 kg
x(1d6) kg
Dwarf, woman
110 cm
+2d8
46 kg
x(1d6) kg
Elf, man
135 cm
+2d12
39 kg
x(1d3) kg
Elf, woman
135 cm
+2d12
37 kg
x(1d3) kg
Gnome, man
92 cm
+2d8
19 kg
x0.5 kg
Gnome, woman
87 cm
+2d8
16 kg
x0.5 kg
Half-elf, man
138 cm
+4d8
46 kg
x(1d4) kg
Half-elf, woman
133 cm
+4d8
37 kg
x(1d4) kg
Half-orc, man
150 cm
+2d20
60 kg
x(1d4) kg
Half-orc, woman
140 cm
+2d20
41 kg
x(1d4) kg
Halfling, man
82 cm
+2d8
14 kg
x0.5 kg
Halfling, woman
77 cm
+2d8
12 kg
x0.5 kg
Converting Money and Equipment
The game's monetary system is unique to the game and requires no conversion for use with metric weights and measures. It
is best to assume that a single coin weighs about 10 grams (100 coins to a kilogram).
Likewise, the weights for most items can be converted directly to metric units and rounded off to the most convenient
number for game play. The tables that follow give metric weights for the equipment shown in the Player's Handbook. All of
the metric values have been rounded off to whole units where possible. This rounding makes most equipment slightly heavier
under the metric system and also gives most containers slightly more capacity under the metric system.
Trade Goods
Cost
1 cp
Item
0.5 kg of wheat
15
2 cp
1 sp
5 sp
1 gp
2 gp
3 gp
4 gp
5 gp
10 gp
15 gp
50 gp
500 gp
0.5 kg of flour or one chicken
0.5 kg of iron
0.5 kg of tobacco or copper
0.5 kg of cinnamon or one goat
0.5 kg of ginger or pepper or one sheep
One pig
1 square meter of linen
0.5 kg of salt or silver
1 square meter of silk or one cow
0.5 kg of saffron or cloves, or 1 ox
0.5 kg of gold
0.5 kg of platinum
Weapons
Weights are for Medium weapons. Small weapons weigh half as much. Large weapons weigh twice as much.
When two types are given, the weapon is both types if the entry specifies "and" or either type (player's choice at the time of
the attack) if the weapon specifies "or."
Simple Weapons
Unarmed Attacks
Cost
Dmg Dmg Dmg Critical
Range
(S)
(M)
(L)
Increment
Gauntlet
2 gp
1d2
1d3
1d4
x2
-Strike, unarmed (NL)
-1d2
1d3
1d4
x2
-(NL) The weapon deals nonlethal damage rather than lethal damage.
Light
Melee Weapons
Dagger
Cost
Dagger, punching
Gauntlet, spiked
Mace, light
Sickle
2
5
5
6
One-Handed
Melee Weapons
Club
Mace, heavy
Morningstar
Cost
2 gp
gp
gp
gp
gp
Dmg
(S)
1d3
Dmg
(M)
1d4
Dmg
(L)
1d6
1d3
1d3
1d4
1d4
1d4
1d4
1d6
1d6
1d6
1d6
1d8
1d8
Critical
19-20/x2
0.5 kg
x3
x2
x2
x2
-----
1 kg
1 kg
3 kg
1.5 kg
Piercing
or slashing
Piercing
Piercing
Bludgeoning
Slashing
Critical
-12 gp
8 gp
1 gp
1d4
1d6
1d8
Ranged
Weapons
Crossbow, heavy
Bolts, crossbow (10)
Crossbow, light
Bolts, crossbow (10)
Dart
Javelin
Sling
Bullets, sling (10)
Cost
50 gp
1 gp
35 gp
1 gp
5 sp
1 gp
-1 sp
Dmg
(M)
1d8
1d6/1d6
1d8
Weight
Type
x2
x2
x2
Range
Increment
4m
---
1.5 kg
6 kg
4 kg
x2
8m
1.5 kg
Bludgeoning
Bludgeoning
Bludgeoning
and piercing
Piercing
Dmg
(L)
2d6
1d8/1d8
2d6
Dmg
(S)
1d8
-1d6
-1d3
1d4
1d3
--
Dmg
(M)
1d10
-1d8
-1d4
1d6
1d4
--
Dmg
(L)
2d8
-2d6
-1d6
1d8
1d6
--
Dmg
(S)
1d4
1d3
1d4
1d3
1d3
1d4
1d2
1d4
1d3
1d4
Dmg
(M)
1d6
1d4
1d6
1d4
1d4
1d6
1d3
1d6
1d4
1d6
Dmg
(L)
1d8
1d6
1d8
1d6
1d6
1d8
1d4
1d8
1d6
1d8
Bludgeoning
Bludgeoning
Type
Dmg
(L)
1d8
1d10
1d10
Dmg
(S)
1d6
1d4/1d4
1d6
1 kg
--
Weight
Dmg
(M)
1d6
1d8
1d8
Two-Handed
Cost
Melee Weapons
Longspear (R)
5 gp
Quarterstaff (D)
-Spear
2 gp
(R) Reach weapon.
(D) Double weapon.
Type
Range
Increment
4m
Dmg
(S)
1d4
1d6
1d6
Shortspear
Weight
Critical
x3
x2
x3
Critical
19-20/x2
-19-20/x2
-x2
x2
x2
--
Range
Increment
--8m
Weight
Type
4.5 kg
2 kg
2.5 kg
Piercing
Bludgeoning
Piercing
Range
Increment
48 m
-32 m
-8m
12 m
20 m
--
Weight
Type
4 kg
0.5 kg
3 kg
0.5 kg
0.25 kg
1 kg
-2.5 kg
Piercing
-Piercing
-Piercing
Piercing
Bludgeoning
--
Range
Increment
4m
8m
---------
Weight
Type
1 kg
1 kg
1.5 kg
1 kg
1.5 kg
1 kg
special
special
special
1 kg
Slashing
Bludgeoning
Slashing
Slashing
Piercing
Bludgeoning
Bludgeoning
Piercing
Piercing
Piercing
Martial Weapons
Light
Melee Weapons
Axe, throwing
Hammer, light
Handaxe
Kukri
Pick, light
Sap (NL)
Shield, light
Spiked armor
Spiked shield, light
Sword, short
Cost
8 gp
1 gp
6 gp
8 gp
4 gp
1 gp
special
special
special
10 gp
Critical
x2
x2
x3
18-20/x2
x4
x2
x2
x2
x2
19-20/x2
16
(NL) The weapon deals nonlethal damage rather than lethal damage.
One-Handed
Melee Weapons
Battleaxe
Flail
Longsword
Pick, heavy
Rapier
Scimitar
Shield, heavy
Spiked shield, heavy
Trident
Warhammer
Two-Handed
Melee Weapons
Falchion
Glaive (R)
Greataxe
Greatclub
Flail, heavy
Greatsword
Guisarme (R)
Halberd
Lance (R)
Ranseur (R)
Scythe
Cost
Dmg
(S)
1d6
1d6
1d6
1d4
1d4
1d4
1d3
1d4
1d6
1d6
10 gp
8 gp
15 gp
8 gp
20 gp
15 gp
special
special
15 gp
12 gp
Cost
Dmg
(M)
1d8
1d8
1d8
1d6
1d6
1d6
1d4
1d6
1d8
1d8
Dmg
(L)
2d6
2d6
2d6
1d8
1d8
1d8
1d6
1d8
2d6
2d6
75 gp
8 gp
20 gp
5 gp
15 gp
50 gp
9 gp
10 gp
Dmg
(S)
1d6
1d8
1d10
1d8
1d8
1d10
1d6
1d8
Dmg
(M)
1d8
1d10
1d12
1d10
1d10
2d6
1d8
1d10
Dmg
(L)
2d6
2d8
3d6
2d8
2d8
3d6
2d6
2d8
10 gp
10 gp
18 gp
1d6
1d6
1d6
1d8
1d8
1d8
2d6
2d6
2d6
Critical
x3
x2
19-20/x2
x4
18-20/x2
18-20/x2
x2
x2
x2
x3
Critical
Range
Increment
--------4m
--
Weight
Type
3 kg
2.5 kg
2 kg
3 kg
1 kg
2 kg
special
special
2 kg
2.5 kg
Slashing
Bludgeoning
Slashing
Piercing
Piercing
Slashing
Bludgeoning
Piercing
Piercing
Bludgeoning
Weight
18-20/x2
x3
x3
X2
19-20/x2
19-20/x2
x3
x3
Range
Increment
---------
x3
x3
x4
----
5 kg
6 kg
5 kg
4
5
6
4
5
4
6
6
Type
kg
kg
kg
kg
kg
kg
kg
kg
Slashing
Slashing
Slashing
Bludgeoning
Bludgeoning
Slashing
Slashing
Piercing
or slashing
Piercing
Piercing
Piercing
or Slashing
(R) Reach weapon.
Ranged
Weapons
Longbow
Arrows (20)
Longbow, composite
Arrows (20)
Shortbow
Arrows (20)
Shortbow, composite
Arrows (20)
Cost
Dmg
(S)
1d6
-1d6
-1d4
-1d4
--
75 gp
1 gp
100 gp
1 gp
30 gp
1 gp
75 gp
1 gp
Dmg
(M)
1d8
-1d8
-1d6
-1d6
--
Dmg
(L)
2d6
-2d6
-1d8
-1d8
--
Critical
x3
-x3
-x3
-x3
--
Range
Increment
40 m
-44 m
-24 m
-28 m
--
Weight
Type
1.5 kg
1.5 kg
1.5 kg
1.5 kg
1 kg
1.5 kg
1 kg
1.5 kg
Piercing
-Piercing
-Piercing
-Piercing
--
Exotic Weapons
Light
Melee Weapons
Kama
Nunchaku
Sai
Siangham
Cost
2
2
1
3
gp
gp
gp
gp
Dmg
(S)
1d4
1d4
1d3
1d4
Dmg
(M)
1d6
1d6
1d4
1d6
Dmg
(L)
1d8
1d8
1d6
1d8
Critical
x2
x2
x2
x2
Range
Increment
--4m
--
Weight
Type
1 kg
1 kg
0.5 kg
0.5 kg
Slashing
Bludgeoning
Bludgeoning
Piercing
One-Handed
Cost
Dmg Dmg Dmg
Critical
Range
Melee Weapons
(S)
(M)
(L)
Increment
Sword, bastard
35 gp
1d8
1d10
2d8
19-20/x2
-Waraxe, dwarven 30 gp
1d8
1d10
2d8
x3
-Whip (NL) (R)
1 gp
1d2
1d3
1d4
x2
-(NL) The weapon deals nonlethal damage rather than lethal damage.
(R) Reach weapon.
Two-Handed
Melee Weapons
Axe, orc double (D)
Chain, spiked (R)
Flail, dire (D)
Hammer,
gnome hooked (D)
Sword, two-bladed (D)
Urgrosh, dwarven (D)
Cost
60
25
90
20
gp
gp
gp
gp
100 gp
50 gp
Dmg
(S)
1d6/1d6
1d6
1d6/1d6
1d6/1d4
Dmg
(M)
1d8/1d8
2d4
1d8/1d8
1d8/1d6
Dmg
(L)
2d6/2d6
2d6
2d6/2d6
2d6/1d8
Critical
1d6/1d6
1d6/1d4
1d8/1d8
1d8/1d6
2d6/2d6
2d6/1d8
Weight
Type
5 kg
7.5 kg
1 kg
Slashing
Slashing
Slashing
Weight
Type
x3
x2
x2
x3/x4
Range
Increment
-----
7.5 kg
5 kg
5 kg
3 kg
19-20/x2
x3
---
5 kg
6 kg
Slashing
Piercing
Bludgeoning
Bludgeoning
and piercing
Slashing
Slashing
or Piercing
(R) Reach weapon.
(D) Double weapon.
Ranged
Weapons
Cost
Dmg
(S)
Dmg
(M)
Dmg
(L)
Critical
Range
Increment
Weight
Type
17
Bolas (NL)
5 gp
1d3
1d4
1d6
x2
Crossbow, hand
100 gp
1d3
1d4
1d6
19-20/x2
Bolts (10)
1 gp
----Crossbow, repeating heavy 400 gp
1d8
1d10
2d8
19-20/x2
Bolts (5)
1 gp
----Crossbow, repeating light
250 gp
1d6
1d8
2d6
19-20/x2
Bolts (5)
1 gp
----Net
20 gp
----Shuriken
1 gp
1
1d2
1d3
x2
(NL) The weapon deals nonlethal damage rather than lethal damage.
4m
12 m
-48 m
-32 m
-4m
4m
1 kg
1 kg
0.5 kg
6 kg
0.5 kg
3 kg
0.5 kg
3 kg
0.25 kg
Bludgeoning
. Piercing
-Piercing
-Piercing
--Piercing
Armor and Shields
Armor
The table shows the armor's weight when fitted for Medium characters. Armor fitted for Small characters weighs half as
much. Armor fitted for Large characters weighs twice as much.
Light
Armor Armor
Max
Check
Arcane Speed Speed Speed Weight
Armor
Cost
Bonus
Dex
Penalty
Spell
(16m) (12m)
(8m)
Bonus
Failure
Padded
5 gp
1
8
0
5%
16 m
12 m
8m
5 kg
Leather
10 gp
2
6
0
10%
16 m
12 m
8m
7.5 kg
Studded leather
25 gp
3
5
-1
15%
16 m
12 m
8m
10 kg
Chain shirt
100 gp
4
4
-2
20%
16 m
12 m
8m
12.5 kg
Medium Armor
Armor
Cost
Armor
Bonus
Hide
Scale mail
Chainmail
Breastplate
15 gp
50 gp
150 gp
200 gp
3
4
5
5
Heavy
Armor
Armor
Cost
Max
Dex
Bonus
4
3
2
3
Check
Penalty
-3
-4
-5
-4
Arcane
Spell
Failure
20%
25%
30%
25%
Speed
(16m)
12
12
12
12
m
m
m
m
Speed
(12m)
8
8
8
8
Speed
(8m)
m
m
m
m
Armor
Bonus
Max
Check
Arcane Speed Speed
Dex
Penalty
Spell
(16m) (12m)
Bonus
Failure
Splint mail
200 gp
6
0
-7
40%
12 m
8m
Banded mail
250 gp
6
1
-6
35%
12 m
8m
Half-plate
600 gp
7
0
-7
40%
12 m
8m
Full plate
1,500 gp
8
1
-6
35%
12 m
8m
When running in heavy armor, you move only triple your speed, not quadruple.
6
6
6
6
m
m
m
m
Speed
(8m)
6
6
6
6
m
m
m
m
Weight
12.5 kg
15 kg
20 kg
15 kg
Weight
22.5 kg
17.5 kg
25 kg
25 kg
Shields
Heavy
Armor
Armor
Cost
Buckler
Shield, light, wooden
Shield, light, steel
Shield, heavy, wooden
Shield, Heavy, steel
Shield, tower (*)
(*) The tower shield can
15 gp
3 gp
9 gp
7 gp
20 gp
30 gp
instead
Armor
Bonus
Max
Check
Arcane Speed Speed Speed
Dex
Penalty
Spell
(16m) (12m)
(8m)
Bonus
Failure
1
--1
5%
---1
--1
5%
---1
--1
5%
---2
--2
15%
---2
--2
15%
---+4
--10
50%
---grant you cover. See the item description in the Player's Handbook.
Weight
2.5 kg
2.5 kg
3 kg
5 kg
7.5 kg
22.5 kg
Extras
Extras
Armor
Cost
Armor
Bonus
Max
Check
Arcane Speed Speed
Dex
Penalty
Spell
(16m) (12m)
Bonus
Failure
Armor spikes
+50 gp
------Gauntlet, locked
8 gp
--Special
(*)
--Shield spikes
+10 gp
------(*) Your hand is not free to cast spells when you wear a locked gauntlet on it.
Speed
(8m)
Weight
----
+5 kg
+2.5 kg
+2.5 kg
General Equipment and Encumbrance
The final Going Metric installment converts general equipment as well as encumbrance and carrying capacity.
Adventuring Gear
Item
Backpack (empty) (*)
Barrel (empty)
Basket (empty)
Bedroll (*)
Bell
Blanket, winter (*)
Block and tackle
Bottle, wine, glass
Cost
2 gp
2 gp
4 sp
1 sp
1 gp
5 sp
5 gp
2 gp
Weight
1 kg
15 kg
0.5 kg
2.5 kg
-1.5 kg
2.5 kg
-18
Bucket (empty)
5 sp
1 kg
Caltrops
1 gp
1 kg
Candle
1 cp
-Canvas (sq. meter)
1 sp
0.5 kg
Case, map or scroll
1 gp
0.25 kg
Chain (4 m)
30 gp
1 kg
Chalk, 1 piece
1 cp
-Chest (empty)
2 gp
12.5 kg
Crowbar
2 gp
2.5 kg
Firewood (per day)
1 cp
10 kg
Fishhook
1 sp
-Fishing net, 4 sq. meters
4 gp
2.5 kg
Flask
3 cp
-Flint and steel
1 gp
-Grappling hook
1 gp
2 kg
Hammer
5 sp
1 kg
Ink (30 ml vial)
8 gp
-Inkpen
1 sp
-Jug, clay
3 cp
4.5 kg
Ladder, 4 meters
5 cp
10 kg
Lamp, common
1 sp
0.5 kg
Lantern, bullseye
12 gp
1.5 kg
Lantern, hooded
7 gp
1 kg
Lock
0.5 kg
Very simple
20 gp
Average
40 gp
Good
80 gp
Amazing
150 gp
Manacles
15 gp
1 kg
Manacles, masterwork
50 gp
1 kg
Mirror, small steel
10 gp
0.25 kg
Mug/tankard, clay
2 cp
0.5 kg
Oil (500 ml flask)
1 sp
0.5 kg
Paper (sheet)
4 sp
-Parchment (sheet)
2 sp
-Pick, miner's
3 gp
5 kg
Pitcher, clay
2 cp
2.5 kg
Piton
1 sp
0.25 kg
Pole, 4 meters
2 sp
4 kg
Pot, iron
5 sp
5 kg
Pouch, belt (*)
1 gp
0.5 kg
Ram, portable
10 gp
10 kg
Rations, trail (per day) (**)
5 sp
0.5 kg
Rope, hemp (20 m)
1 gp
5 kg
Rope, silk (20 m)
10 gp
2.5 kg
Sack (empty) (*)
1 sp
0.25 kg
Sealing wax
1 gp
0.5 kg
Sewing needle
5 sp
-Signal whistle
8 sp
-Signet ring
5 gp
-Sledge
1 gp
5 kg
Soap (per 0.5 kg )
5 sp
0.5 kg
Spade or shovel
2 gp
4 kg
Spyglass
1,000 gp
0.5 kg
Tent (*)
10 gp
10 kg
Torch
1 cp
0.5 kg
Vial, ink or potion
1 gp
-Waterskin (empty)
1 gp
-Whetstone
2 cp
0.5 kg
-- No weight, or no weight worth mentioning.
(*) When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs
twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for
Small characters.
(**) Weight assumes rations for a Medium character. Rations for small characters weigh one-quarter as much, but also
contain only one-quarter of the food and cost one-quarter as much.
Special Substances and Items
Item
Acid (flask)
Alchemist's fire (flask)
Antitoxin (vial)
Everburning torch
Holy water (flask)
Smokestick
Cost
10 gp
20 gp
50 gp
110 gp
25 gp
20 gp
Weight
0.5 kg
0.5 kg
-0.5 kg
0.5 kg
0.25 kg
19
Sunrod
2 gp
0.5 kg
Tanglefoot bag
50 gp
2 kg
Thunderstone
30 gp
0.5 kg
Tindertwig
1 gp
--- No weight, or no weight worth mentioning.
Tools and Skill Kits
Item
Cost
Weight
Alchemist's lab
500 gp
20 kg
Artisan's tools
5 gp
2.5 kg
Artisan's tools, masterwork
55 gp
2.5 kg
Climber's kit (*)
80 gp
2.5 kg
Disguise kit (*)
50 gp
8 lb.
Healer's kit
50 gp
0.5 kg
Holly and mistletoe
--Holy symbol, wooden
1 gp
-Holy symbol, silver
25 gp
0.5 kg
Hourglass
25 gp
0.5 kg
Magnifying glass
100 gp
-Musical instrument, common (*)
5 gp
1.5 kg
Musical instrument, masterwork (*)
100 gp
1.5 kg
Scale, merchant's
2 gp
0.5 kg
Spell component pouch
5 gp
1 kg
Spellbook, wizard's (blank)
15 gp
1.5 kg
Thieves' tools
30 gp
0.5 kg
Thieves' tools, masterwork
100 gp
1kg
Tool, masterwork
50 gp
0.5 kg
Water clock
1,000 gp
100 kg
-- No weight, or no weight worth mentioning.
(*) When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs
twice the normal amount when made for Large characters.
Clothing
When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice
the normal amount when made for Large characters.
Item
Cost
Weight
Artisan's outfit
1 gp
2 kg
Cleric's vestments
5 gp
3 kg
Cold weather outfit
8 gp
3.5 kg
Courtier's outfit
30 gp
3 kg
Entertainer's outfit
3 gp
2 kg
Explorer's outfit
10 gp
4 kg
Monk's outfit
5 gp
1 kg
Noble's outfit
75 gp
5 kg
Peasant's outfit
1 sp
1 kg
Royal outfit
200 gp 12.5 kg
Scholar's outfit
5 gp
3 kg
Traveler's outfit
1 gp
2.5 kg
Food, Drink, and Lodging
Item
Cost
Weight
Ale
2 liters
1 sp
2 kg
Mug
4 cp
0.5 kg
Banquet (per person)
10 gp
-Bread, per loaf
2 cp
0.25 kg
Cheese, hunk of
1 sp
0.25 kg
Inn stay (per day) (*)
-Good
2 gp
Common
5 sp
Poor
2 sp
Meals (per day) (*)
-Good
5 sp
Common
3 sp
Poor
1 sp
Meat, chunk of
3 sp
0.25 kg
Rations, trail (per day) (*)
5 sp
0.5 kg
Wine
Common (pitcher)
2 sp
3 kg
Fine (bottle)
10 gp 1.25 kg
-- No weight, or no weight worth mentioning.
(*) Weight assumes rations for a Medium character. Rations for small characters weigh one-quarter as much, but also contain
only one-quarter of the food and cost one-quarter as much.
20
Mounts and Related Gear
Item
Barding
Medium creature
Large creature
Bit and bridle
Dog, riding
Donkey or mule
Feed (per day)
Horse
Horse, heavy
Horse, light
Pony
Warhorse, heavy
Warhorse, light
Warpony
Saddle
Military
Pack
Riding
Saddle, Exotic
Military
Pack
Riding
Saddlebags
Stabling (per day)
-- No weight, or no
Cost
x2
x4
Weight
x1
x2
2 gp
150 gp
8 gp
5 cp
0.5 kg
--5 kg
--
200 gp
75 gp
30 gp
400 gp
150 gp
100 gp
20 gp
5 gp
10 gp
15 kg
7.5 kg
12.5 kg
60 gp
20 kg
15 gp
10 kg
30 gp
15 kg
4 gp
4 kg
5 sp
-weight worth mentioning.
Transport
Item
Carriage
Cart
Galley
Keelboat
Longship
Rowboat
Oar
Sailing ship
Sled
Wagon
Warship
-- No weight,
Cost
Weight
100 gp
300 kg
15 gp
100 kg
30,000 gp
-3,000 gp
-10,000 gp
-50 gp
50 kg
2 gp
5 kg
10,000 gp
-20 gp
150 kg
35 gp
200 kg
25,000 gp
-or no weight worth mentioning.
Containers and Carriers
Hauling Vehicles
Item
Cost
Cart
Sled
Wagon
15 gp
20 gp
35 gp
Empty Weight
(English Units)
200 lb.
300 lb.
400 lb.
Holds or Carries
(English Units)
1/2 ton
1 ton
2 tons
Empty Weight
(Metric Units)
100 kg
150 kg
200 kg
Holds or Carries
(Metric Units)
500 kg
1,000 kg
2,000 kg
Dry Goods
A barrel filled with liquid holds about 75 gallons or about 300 liters.
A bucket filled with liquid holds about 7 gallons or about 30 liters.
Item
Cost
Empty
Holds or Carries
Empty
Holds or Carries
Weight
(English Units)
Weight
(Metric Units)
(English
(Metric
Units)
Units)
Backpack
2 gp
2 lb. (*)
1 cubic ft./60 lb. (*)
1 kg (*)
0.03 cubic meters/30 kg
Barrel
2 gp
30 lb.
10 cubic ft./650 lb.
15 kg
0.3 cubic meters/300 kg
Basket
4 sp
1 lb.
2 cubic ft./20 lb.
0.5 kg
0.06 cubic meters/10 kg
Bucket
5 sp
2 lb.
1 cubic ft./65 lb.
1 kg
0.03 cubic meters/30 kg
Chest
2 gp
25 lb.
2 cubic ft./200 lb.
12.5 kg
0.06 cubic meters/100 kg
Pouch, belt
1 gp
1/2 lb. (*)
1/5 cubic ft./10 lb. (*)
0.25 kg (*)
6,000 cubic centimeters/5 kg
Sack
1 sp
1/2 lb. (*)
1 cubic ft./60 lb. (*)
0.25 kg (*)
0.03 cubic meters/30 kg
Saddlebags
4 gp
8 lb.
5 cubic ft./250 lb.
4 kg
0.15 cubic meters/125 kg
Spell component pouch
5 gp
1/4 lb. (*)
1/8 cubic ft./2 lb.
0.125 kg (*)
3,750 cubic centimeters/1 kg
(*) When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs
twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for
Small characters.
Liquids
Item
Cost
Empty Weight
(English Units)
Holds or Carries
(English Units)
Empty Weight
(Metric Units)
Holds or Carries
(Metric Units)
21
Bottle, wine, glass 2 gp
-1 1/2 pints/1.5 lb.
-0.33 liters/0.33 kg
Flask
3 cp
-1 pint/1 lb.
-0.25 liters/0.25 kg
Jug, clay
3 cp
1 lb.
1 gallon/8 lb.
0.5 kg
4 liters/4 kg
Mug/tankard, clay
2 cp
-1 pint/1 lb.
-0.25 liters/0.25 kg
Pitcher, clay
2 cp
1 lb.
1/2 gallon/4 lb.
0.5 kg
4 liters/4 kg
Pot, iron
5 sp
2 lb.
1 gallon/8 lb.
0.5 kg
4 liters/4 kg
Vial, ink or potion
1 gp
-1 ounce/--30 ml/-Waterskin
1 gp
-1/2 gallon/4 lb. (*)
-2 liters/2 kg
-- No weight worth mentioning
(*) When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs
twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for
Small characters.
Converting Encumbrance and Carrying Capacity
A character's ability to carry a load under the metric system can be converted directly from pounds to kilograms. The
numbers given below use the same rounding methods used to convert the weight of equipment in the previous sections, so
that a character can carry about the same weight no matter what system of weights and measures is in use.
Strength
Light Load
Medium Load Heavy Load
1
Up to 1.5 kg
1.6-3 kg
4-5 kg
2
Up to 3 kg
4-6 kg
7-10 kg
3
Up to 5 kg
6-10 kg
11-15 kg
4
Up to 7 kg
8-13 kg
14-20 kg
5
Up to 8 kg
9-16 kg
17-25 kg
6
Up to 10 kg
11-20 kg
21-30 kg
7
Up to 11 kg
12-23 kg
24-35 kg
8
Up to 13 kg
14-26 kg
27-40 kg
9
Up to 15 kg
16-30 kg
31-45 kg
10
Up to 17 kg
18-33 kg
34-50 kg
11
Up to 19 kg
20-38 kg
39-58 kg
12
Up to 21 kg
22-43 kg
44-65 kg
13
Up to 25 kg
26-50 kg
51-75 kg
14
Up to 29 kg
30-58 kg
59-88 kg
15
Up to 33 kg
34-67 kg
68-100 kg
16
Up to 38 kg
39-77 kg
78-115 kg
17
Up to 43 kg
44-87 kg
88-130 kg
18
Up to 50 kg
51-100 kg
101-150 kg
19
Up to 58 kg
59-117 kg
118-175 kg
20
Up to 67 kg
68-133 kg
134-200 kg
21
Up to 77 kg
78-153 kg
154-230 kg
22
Up to 87 kg
88-173 kg
174-260 kg
23
Up to 100 kg
101-200 kg
201-300 kg
24
Up to 117 kg
118-233 kg
234-350 kg
25
Up to 133 kg
134-267 kg
268-400 kg
26
Up to 153 kg
154-307 kg
308-460 kg
27
Up to 173 kg
174-347 kg
348-520 kg
28
Up to 200 kg
201-400 kg
401-600 kg
29
Up to 233 kg
234-467 kg
468-700 kg
+10
x4
x4
x4
22
Polymorphing
Foreword
The ability to change forms has been part of fantastic lore since the dawn of time. From the werewolf to the doppelganger to
wizard, creatures that can assume another guise and masquerade as something they're not are justifiably admired and
feared. So, it's no surprise that the D&D game allows for several different modes of shape shifting. Dealing with a monster or
character in a different form can get confusing; exactly what happens when a wizard polymorphs into a bluebird? Just what
can a druid do when wildshaped into wolf? If you get a feeling of impending doom whenever someone even mentions the
polymorph spell, read on and fear polymorphing no longer.
The Basics of Polymorphing
Polymorphing is just one of a set of related magical effects in the D&D game in which the subject creature assumes a new
physical form while retaining its essential identity and abilities. These effects include the alter self spell, polymorph spells
(polymorph, baleful polymorph, and polymorph any object), the shape change spell, the wildshape class feature, and the
alternate form special quality. The rules that govern these effects are similar.
Polymorphing Terminology
Though the game lacks terms that deal specifically with polymorphing, the rules for polymorph effects make repeated use of
several basic game terms, and it pays to know them:
Special Attack: A unique or unusual ability a creature can use to harm or hinder other creatures.
Special Quality: A unique or unusual ability a creature has that is not offensive in nature.
Extraordinary Ability: Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or
even learn to do without natural talent or extensive training. Effects or areas that negate or disrupt magic have no effect on
extraordinary abilities.
Extraordinary abilities often depend on particular physical adaptations that a creature has. Changing form often strips the
recipient of some extraordinary abilities, but grants some extraordinary abilities that the assumed form has. In general, when
you assume a new form, you lose any extraordinary special attacks and special qualities you have unless you get them from
a character class. You usually gain any extraordinary special attacks your assumed form has, but not the assumed form's
extraordinary special qualities. That's because most extraordinary special attacks are based off gross physical features (such
a big, nasty claws and teeth) while extraordinary special qualities tend to be subtler and largely derived from a creature's
essential nature.
Spell-Like Ability: Spell-like abilities are magical. A creature usually retains its spell-like abilities when it assumes another
form because spell-like abilities are primarily mental in nature. You don't gain an assumed form's spell-like abilities when
polymorphing or even when using the very powerful shape change spell.
Supernatural Ability: Supernatural abilities are magical but not spell-like. Some supernatural abilities depend on specific
parts of the user's body, but most are derived from a creature's essential self. When polymorphing, you retain most of your
own supernatural abilities, but you don't gain the assumed form's supernatural abilities unless you're using the shape change
spell.
When a supernatural ability depends on part of your body that your assumed form does not have, such as a mouth for a
breath weapon or eyes for a gaze attack, you lose that supernatural ability when in the assumed form.
Natural Ability: This term is a catch-all for just about anything a creature can do (or characteristic that it has) that is not
extraordinary, spell-like, or supernatural. Natural abilities include most speed ratings (some very high speeds are not
"natural," see the section on the alter self spell), mode of breathing (lungs, gills), natural armor and weaponry, general
appearance, body type, and the presence or absence of the five basic senses (sight, hearing, touch, taste, pain). When
polymorphing, you generally lose your own natural abilities and gain those of your assumed form.
The Alter Self Spell
The spell alter self provides the baseline for all other polymorph effects in the game. Once you understand how alter self
works, you're well on your way to understanding how any similar effect works. Here are the essential features of the alter self
spell:
Personal range spell with a target entry of "you"
You can't use alter self to change anyone or anything other than yourself. If you have a familiar, mount, or other companion
with the share spells ability, you can change both yourself and your familiar or companion. Your familiar or companion must
be within 5 feet at the time of casting to receive the effect, and it stops affecting the familiar or companion if it moves farther
than 5 feet away and will not affect the familiar or companion again even if it returns to you before the spell's duration
expires. You choose a form for yourself and for your familiar or companion. The forms you choose don't have to be the same.
In fact, in most cases, they cannot be the same because alter self allows the subject to assume a form of the same type as
itself only (see the next point).
Creature type
 The form you assume must be a creature of the same type as yours.
You can't use this spell to assume the form of an object, or of any kind of creature type other than your own. There's no limit
to the subtypes you can assume, so long as the base type is the same as your own. For example if you're a human, your type
and subtype is humanoid (human), so you can assume the form of any other humanoid creature, such as an orc, goblin,
dwarf, or elf. Note that the monstrous humanoid type is different from the humanoid type. If you're a human, you can't use
alter self to assume the form of a monstrous humanoid creature such as a sahuagin or minotaur.
When you share an alter self spell with a familiar or companion, the familiar or companion assumes a form of the same type
as its own. While an animal becomes a magical beast upon becoming a familiar, such a creature must assume the form of an
animal when sharing an alter self spell. For example, a cat familiar is a magical beast; when it shares an alter self spell, it
assumes the form of an animal, such as a dog, a bird or a bat, not the form of a magical beast.
23
Duration
 You remain in your assumed form until the spell ends.
The spell is dismissible; if you are the spellcaster, you can end the spell during your turn with a standard action that does not
provoke an attack of opportunity. If you share the spell with a familiar or companion, the recipient cannot dismiss the effect,
though the effect still ends for the familiar or companion if it moves farther than 5 feet away from you.
Hit Dice
 The form you assume can't have Hit Dice of more than your caster level, to a maximum of 5 Hit Dice.
A form's Hit Dice refers to its racial Hit Dice -- the Hit Dice it has before adding any class levels. See the assumed form's
creature description (in the Monster Manual or other publication) for its Hit Dice. In some cases, the limit of 5 Hit Dice might
keep you from using alter self to assume the form of your own kind. For example, if you're a spellcasting stone giant, you
technically cannot use alter self to assume the form of another stone giant because stone giants have 14 Hit Dice. As an
unofficial rule of thumb, you should always be able to use alter self to assume the form of your own kind.
Size
 The assumed form you choose must have a size that is within one size category of your own.
Even if the form you choose falls within the spell's Hit Dice limit, its size might preclude you from assuming that form with
alter self. If you're size Medium yourself, you can assume forms of Small, Medium, or Large size only. If you're size Small,
you can assume forms of Tiny, Small, or Medium size only.
Ability scores
 You retain your own ability scores when in your assumed form.
You might appear strong or agile in your assumed form, but none of your ability scores change when you use the alter self
spell.
Class, level, hit points…
 You retain your class and level, hit points, alignment, base attack bonus, and base save bonuses when in your assumed
form.
You're still your same old self -- just in body that has changed superficially. Though not specifically mentioned in the alter self
spell description, you also retain everything else that your class and level gives you, including skill ranks and feats.
Supernatural and spell-like attacks and qualities
 You retain the supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a
body part that the new form does not have.
As noted above, you lose breath weapons if the assumed form doesn't have a mouth, and you lose gaze attacks if your
assumed form doesn't have eyes.
Extraordinary special attacks and qualities
 You retain all extraordinary special attacks and qualities derived from class levels.
As noted above, extraordinary special attacks or qualities from class levels are primarily a function of the mind (you acquired
them through experience and training), so you can keep right on using them when you're in an assumed form.
 You lose extraordinary special attacks and qualities not derived from class levels.
As noted above, extraordinary special attacks and qualities are assumed to be largely a function of your body. When you
change your body with the alter self spell, you lose the special physical adaptations that make those extraordinary special
attacks and qualities.
Speech
 You retain your ability to speak if your assumed form has that ability.
Speech is a natural ability (see above); however speech has a mental aspect (your brain's ability to handle language) and a
physical aspect (working vocal apparatus). You have to have both to speak in an assumed form. Furthermore, your assumed
form must be able to speak naturally. If you assume the form of a creature that cannot speak or use language during the
normal course of its life, you still lose the ability to speak. This distinction doesn't often come up with the alter self spell
(because it doesn't let you assume a form with a type different than your own), but it can with other polymorph effects.
Spellcasting
 You retain your spellcasting abilities, but your assumed form might limit what you can do.
You can use spells with verbal components only if you have retained the ability to speak. You can use somatic and material
components only if your assumed form has limbs capable of dealing with them.
Physical qualities
 You have the physical qualities of the assumed form.
Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and
flight with wings. Physical qualities also include natural armor bonus, natural weapons (such as claws, bite, and so on), racial
skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and
so forth).
Your size becomes the same as a typical example of the creature whose form you assume, as noted in the creature's
description. You cannot assume a larger or smaller size even if the creature's advancement entry lists other possible sizes. If
for example, you change into a lizardfolk, you become Medium size -- you could not turn into a Small or Large lizardfolk.
Your maximum speed in any assumed form, however, is 120 feet for flying or 60 feet for nonflying movement; faster speeds
are considered extraordinary qualities, even when they are not so listed in the creature's description. In most cases, racial
skill bonuses depend on your body and your mind. So, you get to keep your own racial skill bonuses and feats while gaining
those of your assumed form. Your DM might want to make certain exceptions. (For example, a dwarf's skill bonuses related
to stonework are arguably cultural in origin and don't just appear when you're in dwarf form.)
 A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than
normal.
Many DMs and players find this rule puzzling. Essentially, it means that if you suddenly find yourself with two extra arms you
can't just pick up four weapons and wade into melee, use a four-handed weapon, fire and reload a heavy crossbow (even a
24
repeating heavy crossbow) in the same round, or perform any other combat tricks that come to mind. You can make attacks
that are "normal" for you or normal for your assumed form, but you can't combine them.
 You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as
darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
Your new body might look and feel like the genuine article, but it's not the genuine article.
New form
 You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature
type and subtype (if any) remain the same regardless of your new form.
By and large, you remain yourself, but you occupy a slightly different body.
 You cannot take the form of any creature with a template, even if that template doesn't change the creature type or
subtype.
When you choose a form to assume, you're limited to a typical specimen of that form.
 You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within
the normal ranges for a creature of that kind.
The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must
fall within the norms for the new form's kind. As a rule of thumb you can vary the assumed form's weight or dimensions up or
down by 10% unless a greater variation is allowed among typical specimens. For example, if you assume the form of an elf or
halfling, you can choose any height allowed on Table 6-6 in the Player's Handbook.
Disguise
 You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise,
you get a +10 bonus on your Disguise check.
To any casual viewer, you are a typical specimen of the kind of creature whose form you have assumed. If someone is paying
close attention to you, the character can attempt a Spot check to note something odd about your appearance, as noted in the
description of the Disguise skill. Use the +10 modifier on your Disguise check rather than the modifiers shown on the first
table in the skill description. The Disguise check you make reflects how accurately you have reproduced your assumed form.
If you use alter self to masquerade as a particular individual, anyone studying you might also get a Spot bonus as noted in
the Disguise skill description.
Equipment
 When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of
wearing or holding the item), or melds into the new form and becomes nonfunctional.
Since alter self allows you to assume forms only with a type the same as your own, you usually can count on keeping your
equipment functioning. If a piece of your equipment winds up subsumed into your new form, it's temporarily nonfunctional,
but it's unharmed. When you revert to your true form, any objects previously melded into the new form reappear in the same
location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form
and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body
part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment
that is separated from the whole reverts to its true form.
An Alter Self Example
Anlion, a half-elf sorcerer, uses alter self to assume the form of a lizardfolk. In his normal form, Anlion has the following
statistics:
Anlion (Normal Form)
Male half-elf sorcerer 4; CR 4; Medium humanoid; HD 4d4; hp 10; Init +2; Spd 30 ft.; AC 13, touch 12, flat-footed 11; Base
Atk +2; Grp +1; Atk +1 melee (1d6-1, quarterstaff) or +5 ranged (1d8/19-20, masterwork light crossbow); Full Atk +1
melee (1d6-1, quarterstaff) or +5 ranged (1d8/19-20, masterwork light crossbow); SQ half-elf traits, low-light vision; AL N;
SV Fort +2, Ref +4, Will +5; Str 8, Dex 14, Con 11, Int 12, Wis 10, Cha 16.
Skills and Feats: Concentration +7, Diplomacy +5, Gather Information +5, Knowledge (arcana) +8, Listen +1, Search +2,
Spellcraft +10, Spot +1; Dodge, Extend Spell.
Half-Elf Traits: Anlion is immune to magic sleep spells and effects, and he has elven blood (for all effects related to race, he
is considered an elf). Anlion also has a +2 racial bonus on saves against enchantment spells or effects, a +1 racial bonus on
Listen, Spot, and Search checks, and a +2 racial bonus on Diplomacy and Gather Information checks (already figured into the
statistics given above).
Sorcerer Spells Known (6/7/4; save DC 13 + spell level): 0 -- daze, detect magic, flare, mage hand, prestidigitation,
resistance; 1st -- burning hands, color spray, magic missile; 2nd -- alter self.
Possessions: Bracers of armor +1, cloak of resistance +1, quarterstaff, masterwork light crossbow, 10 bolts, potion of cure
moderate wounds, potion of protection from elements, 2 scrolls of eagle's splendor, scroll of protection from arrows, scroll of
scorching ray.
In lizardfolk form, Anlion's statistics don't change much. He gains the lizardfolk's natural armor, natural weaponry, and racial
skill bonuses. He loses his low-light vision (an extraordinary special quality) and half-elf racial skill bonuses. He gains the
lizardfolk's racial skill bonuses to Balance, Jump, and Swim checks, and the lizardfolk's natural ability to hold its breath. His
equipment keeps functioning in his assumed form, as is usually the case with alter self.
Anlion (Lizardfolk Form)
Male half-elf sorcerer 4; CR 4; Medium humanoid (half-elf, reptilian); HD 4d4; hp 10; Init +2; Spd 30 ft.; AC 18, touch 12,
flat-footed 16; Base Atk +2; Grp +1; Atk +1 melee (1d4-1, 2 claws) or +1 melee (1d6-1, quarterstaff) or +5 ranged
(1d8/19-20, masterwork light crossbow); Full Atk +1 melee (1d4-1, 2 claws) or +1 melee (1d6-1, quarterstaff) or +5 ranged
(1d8/19-20, masterwork light crossbow); SQ half-elf traits, hold breath, low-light vision; AL N; SV Fort +2, Ref +4, Will +5;
Str 8, Dex 14, Con 11, Int 12, Wis 10, Cha 16.
Skills and Feats: Balance +6, Concentration +7, Diplomacy +5, Gather Information +5, Jump +3, Knowledge (arcana) +8,
Listen +1, Search +2, Spellcraft +10, Spot +1, Swim +3; Dodge, Extend Spell.
Half-Elf Traits: Anlion is immune to magic sleep spells and effects, and he has elven blood (for all effects related to race, he
is considered an elf). Anlion also has a +2 racial bonus on saves against enchantment spells or effects, a +1 racial bonus on
Listen, Spot, and Search checks, and a +2 racial bonus on Diplomacy and Gather Information checks (already figured into the
statistics given above).
25
Hold Breath: In this form, Anlion can hold his breath for 44 rounds before he risks drowning. (This is a natural ability for a
lizardfolk.)
Sorcerer Spells Known (6/7/4; save DC 13 + spell level): 0 -- daze, detect magic, flare, mage hand, prestidigitation,
resistance; 1st -- burning hands, color spray, magic missile; 2nd -- alter self.
Possessions: Bracers of armor +1, cloak of resistance +1, quarterstaff, masterwork light crossbow, 10 bolts, potion of cure
moderate wounds, potion of protection from elements, 2 scrolls of eagle's splendor, scroll of protection from arrows, scroll of
scorching ray.
The Polymorph Spell
Let’s look at the polymorph spell. As noted in the Player's Handbook, polymorph works much like alter self, with a few
changes. The polymorph spell allows for a much greater degree of change than alter self, and it also introduces a few new
twists and complications. Here's an overview of the polymorph spell:
 Touch range spell with a target entry of "willing living creature touched."
You can use polymorph to change yourself or another living creature you touch. The creature must be willing to receive the
spell. The recipient can declare a willing target any time (even when flat-footed or during another creature's turn).
Unconscious creatures are automatically considered willing, but a creature that is conscious but immobile or helpless (such as
one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.
You can share a polymorph effect you cast with a familiar, mount, or other companion with the share spells ability, as noted
above.
 You choose the form the subject assumes.
Unlike in earlier versions of the game, the spell allows only one change in form. As with alter self, the subject remains in the
assumed form until the spell ends.
The spell is dismissible; if you are the spell caster, you can end the spell during your turn with a standard action that does
not provoke an attack of opportunity. If you place the spell on another creature, it cannot dismiss the effect and it must
remain in the assumed form until the spell ends.
As with alter self, you can't use the polymorph spell to make the subject assume the form of an object. Unlike alter self, you
can choose almost any kind of living creature for the assumed form. You can choose any of the following creature types:
aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
As with alter self, there's no limit to the subtypes the subject can assume, so long as the base type is on the list given above.
The subject cannot assume an incorporeal or gaseous form.
 The form the subject assumes can't have Hit Dice of more than your caster level, or the subject's own Hit Dice
(whichever is lower) to a maximum of 15 Hit Dice.
A form's Hit Dice refers to its racial Hit Dice, as noted above.
 The assumed form's size can be anything from Fine to Colossal.
The kind of creature you choose for the assumed form determines the size. The subject becomes the same size as an average
member of its kind. For example, if you turn the subject into a troll, the subject becomes size Large, which is the standard
size for a troll.
 The subject temporarily gains the type and subtypes of the assumed form.
The subject also temporarily gains the augmented subtype for its original type. The subject loses any subtypes it has in favor
of the assumed form's subtypes. For example, a human turned into a troll gains the giant type and the augmented humanoid
subtype. The subject retains the features of its own type. It gains the traits of the assumed type -- except for any
extraordinary qualities included in those traits. If you're having trouble deciding which type of traits you gain, here's a list of
what you get and what you don't.
Aberration Type
You get the following:
 Proficient with the form's natural weapons. If generally humanoid in form, proficient with all simple weapons and any
weapon the form is described as using.
 Proficient with whatever type of armor (light, medium, or heavy) the form is described as wearing, as well as all lighter
types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields
if they are proficient with any form of armor.
 Aberrations eat, sleep, and breathe.
You don't get the following:
 Darkvision out to 60 feet. (You don't gain this because it's an extraordinary special quality.)
Air Subtype
You get the following:
 Air creatures always have fly speeds and usually have perfect maneuverability. You gain the assumed form's fly speed
(subject to the limits noted above) and maneuverability.
Angel Subtype
You get the following:
 Immunity to acid, cold, and petrification. (Immunity is a natural ability.)
 +4 racial bonus on saves against poison. (Another natural ability.)
You don't get the following:
 Darkvision out to 60 feet and low-light vision. (Extraordinary special quality.)
 Resistance to electricity 10 and fire 10. (Extraordinary special quality.)
 Protective Aura. (Supernatural ability.)
 Tongues. (Supernatural ability.)
Animal Type
You get the following:
 Proficient with natural weapons. A noncombative herbivore uses its natural weapons as a secondary attack. Such
attacks are made with a -5 penalty on the creature's attack rolls, and the animal receives only 1/2 its Strength modifier
as a damage adjustment. (You become proficient with your natural weaponry. You don't forget what you know, but
most animal forms don't allow you to wield weapons. You keep your own mind, but you don't keep your full attack
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capability when you assume the form of a noncombative herbivore because that's a natural limitation for the forms.
Noncombative herbivores include creatures such as domestic cows and sheep.)
 Proficient with no armor unless trained for war. (You don't forget what you know, but you don't pick up any armor
proficiencies. In most cases, any armor you wear will meld into your assumed form.)
 Animals eat, sleep, and breathe.
You don't get the following:
 Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal). (You usually keep
your Intelligence score when changing forms; the baleful polymorph spell can be an exception.)
 Low-light vision. (Extraordinary special quality.)
 Alignment: Always neutral. (You usually keep your alignment when changing forms; the baleful polymorph spell can be
an exception.)
 Treasure: None. (You keep your stuff, though chances are most things you hold or wear would meld into your form if
you changed into an animal.)
Aquatic Subtype
You get the following:
 Water creatures always have swim speeds and thus can move in water without making Swim checks. You gain the
assumed form's swim speed (subject to the limits noted above).
 An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Archon Subtype
You get the following:
 Immunity to electricity and petrification. (Natural ability.)
 +4 racial bonus on saves against poison. (Natural ability.)
You don't get the following:
 Darkvision out to 60 feet and low-light vision. (Extraordinary special quality.)
 Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. (Supernatural ability.)
 Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon. (Supernatural ability.)
 Teleport (Su): Archons can use greater teleport at will. (Supernatural ability.)
 Tongues (Su): All archons can speak with any creature that has a language. (Supernatural ability.)
Chaotic Subtype
You get the following:
 Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no
matter what its alignment actually is. The creature also suffers effects according to its actual alignment (a natural
ability).
 A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields
were chaotic-aligned. (Another natural ability.)
Cold Subtype
You get the following:
 A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as
much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success
or failure. (A natural ability.)
Construct Type
Constructs are not alive, so you usually can't assume a construct form (but see below).
Dragon Type
You get the following:
 Immunity to magic sleep effects and paralysis effects. (Natural ability.)
 Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which
case proficient with all simple weapons and any weapons mentioned in its entry. (You don't forget what you know, but
a change to dragon form doesn't get you any weapon proficiency that's not listed here.)
 Proficient with no armor. (You don't forget any armor proficiencies you know, but most armor you wear will meld into
the assumed form.)
 Dragons eat, sleep, and breathe.
You don't get the following:
 Darkvision out to 60 feet and low-light vision. (Extraordinary special quality.)
Earth Subtype
You get the following:
 Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. (You get the
assumed form's speed, subject to the limits noted above.)
Elemental Type
You get the following:
 Immunity to poison, sleep effects, paralysis, and stunning. (Natural ability.)
 Not subject to critical hits or flanking. (Another natural ability.)
 Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple
weapons and any weapons mentioned in its entry. (You don't forget what you know, but a change to elemental form
doesn't get you any weapon proficiency that's not listed here.)
 Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter
types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if
they are proficient with any form of armor. (You don't forget what you know, but a change to elemental form doesn't
get you any armor proficiency that's not listed here.)
 Elementals do not eat, sleep, or breathe. (A natural ability.)
You don't get the following:
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 Darkvision out to 60 feet. (Extraordinary special quality.)
 Unlike most other living creatures, an elemental does not have a dual nature: its soul and body form one unit. When an
elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and
resurrection, don't work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true
resurrection, to restore it to life. (If you had a soul before changing, you still have one after changing.)
Evil Subtype
You get the following:
 Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no
matter what its alignment actually is. The creature also suffers effects according to its actual alignment. (A natural
ability.)
 A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were
evil-aligned (Another natural ability.)
Extraplanar Subtype
You gain this subtype when changing form only when the form you assume would have it. The subtype has no traits, but
certain spells and other magical effects work in special ways against extraplanar creatures.
Fey Type
You get the following:
 Proficient with all simple weapons and any weapons mentioned in its entry. (You don't forget what you know, but a
change to fey form doesn't get you any weapon proficiency that's not listed here.)
 Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter
types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are
proficient with any form of armor. (You don't forget what you know, but a change to fey form doesn't get you any
armor proficiency that's not listed here.)
 Fey eat, sleep, and breathe.
You don't get the following:
 Low-light vision. (Extraordinary special quality.)
Fire Subtype
You get the following:
 A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as
much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success
or failure. (A natural ability.)
Giant Type
You get the following:
 Proficient with all simple and martial weapons, as well as any natural weapons. (You don't forget what you know, but a
change to giant form doesn't get you any weapon proficiency that's not listed here.)
 Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types.
Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are
proficient with any form of armor. (You don't forget what you know, but a change to giant form doesn't get you any
armor proficiency that's not listed here.)
 Giants eat, sleep, and breathe.
You don't get the following:
 Low-light vision. (Extraordinary special quality.)
Goblinoid Subtype
You get the following:
 All goblinoids speak Goblin. (You don't suddenly speak Goblin just by changing form.)
Good Subtype
You get the following:
 Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no
matter what its alignment actually is. The creature also suffers effects according to its actual alignment. (Natural
ability.)
 A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields
were good-aligned. (Another natural ability.)
Humanoid Type
You get the following:
 Proficient with all simple weapons, or by character class. (You don't forget what you know, but a change to humanoid
form doesn't get you any weapon proficiency that's not listed here.)
 Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a
humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types.
Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they
are proficient with any form of armor. (You don't forget what you know, but a change to humanoid form doesn't get
you any armor proficiency that's not listed here.)
 Humanoids breathe, eat, and sleep.
Lawful Type
You get the following:
 Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no
matter what its alignment actually is. The creature also suffers effects according to its actual alignment. (A natural
ability.)
 A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields
were lawful-aligned (Another natural ability.)
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Magical Beast Type
You get the following:
 Proficient with its natural weapons only. (You don't forget what you know, but a change to magical beast form doesn't
get you any weapon proficiency that's not listed here.)
 Proficient with no armor. (You don't forget what you know, but a change to magical beast form doesn't get you any
armor proficiency that's not listed here.)
 Magical beasts eat, sleep, and breathe.
You don't get the following:
 Darkvision out to 60 feet and low-light vision. (Extraordinary special qualities.)
Monstrous Humanoid Type
You get the following:
 Proficient with its natural weapons only. (You don't forget what you know, but a change to monstrous humanoid form
doesn't get you any weapon proficiency that's not listed here.)
 Proficient with no armor. (You don't forget what you know, but a change to monstrous humanoid form doesn't get you
any armor proficiency that's not listed here.)
 Magical beasts eat, sleep, and breathe.
You don't get the following:
 Darkvision out to 60 feet. (Extraordinary special quality.)
Native Subtype
You get the following:
 These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or
resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence
the subtype's name). (Natural ability, not that you're likely to need it.)
 Unlike true outsiders, native outsiders need to eat and sleep. (Natural ability.)
Ooze Type
You get the following:
 Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. (Natural
ability.)
 Immunity to poison, sleep effects, paralysis, polymorph, and stunning. (Natural ability.)
 Not subject to critical hits or flanking. (Natural ability.)
 Proficient with its natural weapons only. (You don't forget what you know, but a change to ooze form doesn't get you
any armor proficiency that's not listed here.)
 Proficient with no armor. (You don't forget what you know, but a change to ooze form doesn't get you any armor
proficiency. Most armor you wear melds into your assumed form.)
 Oozes eat and breathe, but do not sleep.
You don't get the following:
 Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns,
and morale effects). (You usually keep your Intelligence score when changing forms; the baleful polymorph spell can
be an exception.)
 Blindsight (Extraordinary special quality.)
 Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 +
1/2 ooze's HD + ooze's Constitution modifier per full round of contact.
Outsider Type
You get the following:
 Proficient with all simple and martial weapons and any weapons mentioned in its entry. (You don't forget what you
know, but a change to outsider form doesn't get you any weapon proficiency that's not listed here.)
 Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types.
Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are
proficient with any form of armor. (You don't forget what you know, but a change to outsider form doesn't get you any
armor proficiency that's not listed here.)
 Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe,
eat, and sleep. (Natural ability.)
You don't get the following:
 Darkvision out to 60 feet. (Extraordinary special quality.)
 Unlike most other living creatures, an outsider does not have a dual nature: its soul and body form one unit. When an
outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and
resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true
resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as
other living creatures can be. (If you had a soul before changing, you still have one after changing.)
Plant Type
You get the following:
 Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). (Natural
ability.)
 Immunity to poison, sleep effects, paralysis, polymorph, and stunning. (Another natural ability.)
 Not subject to critical hits. (Another natural ability.)
 Proficient with its natural weapons only. (You don't forget what you know, but a change to plant form doesn't get you
any weapon proficiency that's not listed here.)
 Proficient with no armor. (You don't forget what you know, but a change to plant form doesn't get you any armor
proficiency that's not listed here.)
 Plants breathe and eat, but do not sleep. (A natural ability.)
You don't get the following:
 Low-light vision. (Extraordinary special quality.)
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Reptilian Subtype
This subtype has no traits; it merely designates certain kinds of humanoids.
Shapechanger Subtype
You get the following:
 Proficient with the natural weapons, with simple weapons, and with any weapons mentioned in the creature's
description. (You don't forget what you know, but a change to shapechanger form doesn't get you any weapon
proficiency that's not listed here.)
 Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is
mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient
with any type of armor. (You don't forget what you know, but a change to shapechanger form doesn't get you any
armor proficiency that's not listed here.)
Swarm Subtype
You can't become a swarm by changing form.
Undead Type
Undead creatures are not alive, so you usually can't assume an undead form (but see below).
Vermin Type
You get the following:
 Proficient with their natural weapons only. (You don't forget what you know, but a change to vermin form doesn't get
you any weapon proficiency that's not listed here.)
 Proficient with no armor. (You don't forget what you know, but a change to vermin form doesn't get you any armor
proficiency that's not listed here.)
 Vermin breathe, eat, and sleep.
You don't get the following:
 Mindless: No Intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns,
and morale effects). (You usually keep your Intelligence score when changing forms; the baleful polymorph spell can
be an exception.)
 Darkvision out to 60 feet. (A natural ability.)
Water Subtype
You get the following:
 Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A
water creature can breathe underwater and usually can breathe air as well. You gain the assumed form's swim speed
(subject to the limits noted above).
Changes
 Upon changing, the subject regains lost hit points as if it had rested for a night.
The subject regains 1 hit point per character level. Character level includes racial Hit Dice and all class levels. The subject
does not heal any temporary ability damage or get any other benefits of resting. Changing back does not heal the subject
further. If slain, the subject reverts to its original form, though it remains dead.
 The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence,
Wisdom, and Charisma scores.
The subject retains its own mind, but its body is transformed into a semblance of the assumed form. Unlike previous versions
of the D&D game, the subject's hit points change according to his new Constitution score. The subject's Strength, Dexterity,
and Constitution scores revert to normal when resuming its normal form, which may prompt another change in hit points.
A change in ability scores might render some of the subject's feats unusable. If a feat has an ability score prerequisite that
the subject no longer meets, the subject still has the feat, but cannot use it so long as the prerequisite is not met. If the
subject has a prestige class that depends on an unusable feat, the subject cannot use any features of the class but retains
any Hit Dice, base attack, and base save bonuses from the class and also retains weapon and armor proficiencies from the
class.
 The subject's class and level, alignment, base attack bonus, and base save bonuses remain unchanged in the assumed
form.
As noted above, the subject also retains all class features, as well as all skill ranks and feats derived from class levels.
 The subject retains the supernatural and spell-like special attacks and qualities of its normal form, except for those
requiring a body part that the new form does not have.
As noted above, the subject loses breath weapons if the assumed form doesn't have a mouth and loses gaze attacks if the
assumed form doesn't have eyes.
 The subject retains all extraordinary special attacks and qualities derived from class levels.
As noted above, extraordinary special attacks or qualities from class levels are primarily a function of the mind.
 The subject loses extraordinary special attacks and qualities not derived from class levels.
Also as noted above, extraordinary special attacks and qualities are assumed to be largely a function of the body.
 The subject retains its ability to speak if the assumed form has that ability, as noted above.
 The subject gains all extraordinary attacks of the assumed form, but no supernatural or spell-like attacks. The subject
gains no special qualities of the assumed form at all.
As noted above, extraordinary special attacks derive largely from the physical body, while extraordinary special qualities
prove subtler.
 The subject retains spellcasting abilities, if any, just as noted above.
 The subject has the physical qualities of the assumed form as noted above.
Physical qualities include modes of breathing as well as modes of movement. If the assumed form has gills but no lungs it can
breathe underwater but it cannot breathe out of the water and will begin to suffocate if stranded on dry land.
 The subject cannot take the form of any creature with a template, just as with the alter self spell.
 You can freely designate the assumed form's minor physical qualities (such as hair color, hair texture, and skin color)
within the normal ranges for a creature of that kind, just as with the alter self spell.
 The subject is effectively disguised as an average member of the assumed form's race, as noted above.
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 When the change occurs, the subject's equipment, if any, either remains worn or held by the new form (if it is capable
of wearing or holding the item), or melds into the new form and becomes nonfunctional.
For purposes of most polymorph effects, one can divide creatures into types that have basically humanoid shapes and those
that do not, as follows:
Humanoid Shapes
Nonhumanoid Shapes
Fey
Aberration
Giant
Animal
Humanoid
Dragon
Monstrous Humanoid Elemental
Outsider*
Ooze
Vermin
*Most, but not all outsiders have humanoid shapes
In general, a change from one form that has a humanoid shape to another form that has a humanoid shape leaves all
equipment in place and functioning. The subject's equipment changes to match the assumed form. It becomes the
appropriate size for the assumed form and it fits the assumed form. The spellcaster can change minor details in your
equipment, such as color, surface texture, and decoration.
When a subject changes from a form with a humanoid shape to a form with a nonhumanoid shape (or vice versa) most of his
equipment is subsumed into the new form and becomes nonfunctional. Items the subject could conceivably wear in an
assumed form remain functional. For example, most items worn on the body, such as armor, cloaks, boots, and most other
items of clothing made for a humanoid body won't fit on a nonhumanoid body. Some items can fit on just about any kind of
body. For example, a ring fits just about any form that has digits of some kind (the limit of two rings applies no matter how
many hands or similar appendages a creature has). Likewise, a necklace fits on just about any form that has a neck.
A Polymorph Example
Our friend Anlion is now an 8th-level sorcerer. Let's see what happens when he uses a polymorph spell to assume the forms
of a lizardfolk and a troll.
Anlion (Normal Form)
Male half-elf sorcerer 8; CR 8; Medium humanoid; HD 8d4; hp 20; Init +2; Spd 30 ft.; AC 14, touch 13, flat-footed 12; Base
Atk +4; Grp +3; Atk +3 melee (1d6-1, quarterstaff) or +7 ranged (1d8/19-20, masterwork light crossbow); Full Atk +3
melee (1d6-1, quarterstaff) or +7 ranged (1d8/19-20, masterwork light crossbow); SQ half-elf traits, low-light vision; AL N;
SV Fort +4, Ref +6, Will +8; Str 8, Dex 14, Con 11, Int 12, Wis 10, Cha 17.
Skills and Feats: Bluff +11, Concentration +9, Diplomacy +7, Gather Information +5, Intimidate +5, Knowledge (arcana) +9,
Listen +1, Search +2, Spellcraft +11, Spot +1; Dodge, Empower Spell, Extend Spell.
Half-Elf Traits: Anlion is immune to magic sleep spells and effects, and he has elven blood (for all effects related to race, he
is considered an elf). Anlion also has a +2 racial bonus on saves against enchantment spells or effects, a +1 racial bonus on
Listen, Spot, and Search checks, and a +2 racial bonus on Diplomacy and Gather Information checks (already figured into the
statistics given above).
Sorcerer Spells Known (6/7/7/6/3; save DC 13 + spell level): 0 -- arcane mark, daze, detect magic, flare, light, mage
hand, prestidigitation, resistance; 1st -- burning hands, color spray, magic missile, shield, true strike; 2nd -- alter self,
scorching ray, see invisibility; 3rd -- fly, lightning bolt; 4th -- polymorph.
Possessions: Bracers of armor +1, ring of protection +1, cloak of resistance +2, quarterstaff, masterwork light crossbow, 10
bolts, potion of cure moderate wounds, potion of invisibility, 2 scrolls of eagle's splendor, wand of magic missile (3rd-level
caster, 48 charges).
In lizardfolk form, Anlion's statistics change significantly. He gains the lizardfolk's natural armor, natural weaponry, and racial
skill bonuses; he also gains the Strength, Dexterity, and Constitution scores of a typical lizardfolk (as noted in the Monster
Manual). The ability score changes give him a few more hit points and improve his melee combat abilities, but his reduced
Dexterity score makes his Dodge feat unusable. He loses his low-light vision (an extraordinary special quality) and half-elf
racial skill bonuses. He gains the lizardfolk's racial skill bonuses to Balance, Jump, and Swim checks, and the lizardfolk's
natural ability to hold its breath. He loses his half-elf subtype and gains the reptilian subtype. His equipment keeps
functioning in his assumed form (because it's another humanoid form).
Anlion (Lizardfolk Form)
Male half-elf sorcerer 8; CR 8; Medium humanoid (reptilian); HD 8d4+8; hp 28; Init +0; Spd 30 ft.; AC 17, touch 11, flatfooted 17; Base Atk +4; Grp +5; Atk +5 melee (1d4+1, 2 claws) or +5 melee (1d6+1, quarterstaff) or +5 ranged (1d8/1920, masterwork light crossbow); Full Atk +5 melee (1d4+1, 2 claws) or +5 melee (1d6+1, quarterstaff) or +5 ranged
(1d8/19-20, masterwork light crossbow); SQ hold breath; AL N; SV Fort +5, Ref +4, Will +8; Str 13, Dex 10, Con 13, Int 12,
Wis 10, Cha 17.
Skills and Feats: Balance +4, Bluff +11, Concentration +10, Diplomacy +7, Gather Information +5, Intimidate +5, Jump +5,
Knowledge (arcana) +9, Spellcraft +11, Swim +5; Dodge (unavailable due to reduction in Dexterity score), Empower Spell,
Extend Spell.
Hold Breath: Anlion can hold his breath for 52 rounds before he risks drowning. (This is a natural ability for a lizardfolk.)
Sorcerer Spells Known (6/7/7/6/3; save DC 13 + spell level): 0 -- arcane mark, daze, detect magic, flare, light, mage
hand, prestidigitation, resistance; 1st -- burning hands, color spray, magic missile, shield, true strike; 2nd -- alter self,
scorching ray, see invisibility; 3rd -- fly, lightning bolt; 4th -- polymorph.
Possessions: Bracers of armor +1, ring of protection +1, cloak of resistance +2, quarterstaff, masterwork light crossbow,
potion of cure moderate wounds, potion of invisibility, 2 scrolls of eagle's splendor, wand of magic missile (3rd-level caster,
48 charges).
In troll form, Anlion's statistics change dramatically. He gains the troll's natural armor, natural weaponry, and the troll's
deadly rend attack; he also gains the Strength, Dexterity, and Constitution scores of a typical troll (as noted in the Monster
Manual). The ability score changes give him many more hit points and improve his melee combat abilities. He loses his lowlight vision (an extraordinary special quality) and half-elf racial skill bonuses. He does not gain the troll's darkvision or
regeneration abilities (also extraordinary special qualities). He gains the giant type and the augmented humanoid subtype.
His equipment keeps functioning in his assumed form because a giant has a basically humanoid body. He gains the troll's
Large size, which increases his space and reach and affects his combat abilities -- particularly his grapple bonus. Because his
equipment remains functional, it changes size along with him.
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Anlion (Troll Form)
Male half-elf sorcerer 8; CR 8; Large giant (augmented humanoid); HD 8d4+48; hp 68; Init +2; Spd 30 ft.; AC 18, touch 12,
flat-footed 16; Base Atk +4; Grp +14; Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite) or +9 melee (1d6+9,
quarterstaff) or +6 ranged (1d8/19-20, masterwork light crossbow); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite) or +9 melee (1d6+9, quarterstaff) or +6 ranged (1d8/19-20, masterwork light crossbow); Space/Reach 10
ft./10 ft.; SA rend 2d6+9; AL N; SV Fort +10, Ref +6, Will +8; Str 23, Dex 14, Con 23, Int 12, Wis 10, Cha 17.
Skills and Feats: Bluff +11, Concentration +15, Diplomacy +7, Gather Information +5, Hide -2, Intimidate +5, Knowledge
(arcana) +9, Spellcraft +11, Spot +1; Dodge, Empower Spell, Extend Spell.
Rend (Ex): If Anlion hits with both claw attacks, he latches onto the opponent's body and tears the flesh. This attack
automatically deals an additional 2d6+9 points of damage.
Sorcerer Spells Known (6/7/7/6/3; save DC 13 + spell level): 0 -- arcane mark, daze, detect magic, flare, light, mage
hand, prestidigitation, resistance; 1st -- burning hands, color spray, magic missile, shield, true strike; 2nd -- alter self,
scorching ray, see invisibility; 3rd -- fly, lightning bolt; 4th -- polymorph.
Possessions: Bracers of armor +1, ring of protection +1, cloak of resistance +2, quarterstaff, masterwork light crossbow,
potion of cure moderate wounds, potion of invisibility, 2 scrolls of eagle's splendor, wand of magic missile (3rd-level caster,
48 charges).
Baleful Polymorph
This spell is intended for offensive use. It works much like polymorph, except as follows:
 The spell works on any creature within range (close).
The target need not be willing or living.
 The spell has a permanent duration.
A subject under the effects of the spell has a moderate aura of transmutation magic (see the detect magic spell) while the
spell lasts. The effect can be dispelled according to the normal rules for doing so.
 The caster changes the subject into a Small or smaller animal of no more than 1 Hit Die.
The caster must choose an animal species whose typical size is Small or smaller.
 The subject is allowed a Fortitude save to resist the spell; if the form chosen would be fatal to the subject, it gains a +4
bonus on the save.
The chosen form is "fatal" if it cannot survive in the current environment. For example, if you choose to turn the subject into
a goldfish on dry land it will suffocate.
 If the Fortitude save fails, the subject must then make a Will save to avoid taking on the mental characteristics of the
assumed form.
If the Will save succeeds, the subject merely takes the assumed form, exactly as if subjected to the polymorph spell (see
above).
If the Will save fails, the subject loses all its extraordinary, supernatural, and spell-like abilities. It loses its ability to cast
spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its
new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving from class and level
(such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that
aren't extraordinary, supernatural, or spell-like abilities.
 Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype
can revert to its natural form as a standard action.
Polymorph Any Object
A general purpose spell, polymorph any object is similar to both polymorph and baleful polymorph. It works on any creature
or object, and it can turn the subject into any other creature or object (but not an incorporeal or gaseous creature or object).
A creature turned into another creature with this spell is affected just as if transmuted with a polymorph spell, except that the
subject also gains the Intelligence score of the assumed form. The change in Intelligence doesn't affect the subject's skill
points.
A creature turned into an object has no Intelligence, Wisdom, or Charisma scores. It has no senses and cannot perceive its
surroundings in any way. It is considered unconscious, just as a petrified creature is. If the subject cracks or breaks, but the
broken pieces are joined with the body as the subject returns to flesh, the subject is unharmed (also like a petrified creature).
If the subject's body is incomplete when it returns to its normal form, the body is likewise incomplete, with the appropriate
disability.
The spell's duration depends on how radical the change between the subject's original form and its assumed form as shown in
the spell description. Regardless of the spell's duration, the subject has a strong aura of transmutation magic (see the detect
magic spell) while the spell lasts. The effect can be dispelled according to the normal rules for doing so.
Because this spell can allow the subject to assume unliving forms, you can use this spell to turn the subject into a construct
or undead creature.
You can use polymorph any object to duplicate the following transmutation effects: baleful polymorph, polymorph, flesh to
stone, stone to flesh, transmute mud to rock, transmute water to dust, or transmute rock to mud. (Baleful polymorph was
added to this list in the Player's Handbook errata file.)
Construct Type
You get the following:
 No Constitution score. (A natural consequence of not being alive.)
 Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). (Natural
ability.)
 Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. (This stems
from your lack of a Constitution score.)
 Cannot heal damage on their own, but you often can be repaired by exposing yourself to a certain kind of effect (see
the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing
special quality still benefits from that quality. (This also stems from your lack of a Constitution score.)
 Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. (A
natural ability.)
 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). (This
also stems from your lack of a Constitution score.)
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 Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. (This also
stems from your lack of a Constitution score.)
 Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as
shown on the table in the Monster Manual glossary. (A natural consequence of not being alive.)
 Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon
mentioned in its entry. (You don't forget what you know, but a change to construct form doesn't get you any weapon
proficiency that's not listed here.)
 Proficient with no armor. (You don't forget what you know, but a change to construct form doesn't get you any armor
proficiencies.)
 Constructs do not eat, sleep, or breathe. (A natural ability.)
You don't get the following:
 Darkvision out to 60 feet and low-light vision. (Extraordinary special qualities.)
 Since it was never alive, a construct cannot be raised or resurrected. (If you were once alive you can be raised or
resurrected even if you're killed while in construct form.)
Undead Type (Polymorph Any Object):
You get the following:
 No Constitution score. (A natural consequence of not being alive.)
 Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). (A natural
ability.)
 Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. (This stems from your lack of a
Constitution score.)
 Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability
scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. (This also stems from your
lack of a Constitution score.)
 Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an
inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence
score. (You get this trait, but, since you retain your Intelligence, you can heal damage)
 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (This
also stems from your lack of a Constitution score.)
 Uses its Charisma modifier for Concentration checks. (This also stems from your lack of a Constitution score.)
 Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. (This
also stems from your lack of a Constitution score.)
 Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead
creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. (If you
were once alive you can be raised or resurrected even if you're killed while in construct form.)
 Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. (You don't forget
what you know, but a change to undead form doesn't get you any weapon proficiency that's not listed here.)
 Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types.
Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are
proficient with any form of armor. (You don't forget what you know, but a change to undead form doesn't get you any
armor proficiency that's not listed here.)
 Undead do not breathe, eat, or sleep. (A natural ability.)
You don't get the following:
 Darkvision out to 60 feet. (Extraordinary special quality.)
Shapechange
This spell represents the ultimate polymorph effect. It works much like polymorph, except as follows:
 The spell works only on the caster.
The spell has a personal range and a target of "you," so you can share it with your familiar or other companion with the share
spells ability.
 You can choose any form except that of a unique creature.
You can choose a form of any type, even a gaseous or incorporeal form.
 You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose
your own supernatural abilities.
As with the polymorph spell, you don't retain supernatural abilities that depend on a body part you do not have (such as a
mouth for a breath weapon or eyes for a gaze attack). You keep your spell-like and extraordinary abilities, provided your new
form has the requisite body parts; for example, you can't retain a rend ability if your assumed form does not have claws.
 You can change form once a round as a free action.
Changing form does not provoke an attack of opportunity.
 When you assume an incorporeal form with this spell, you get all the traits of the incorporeal subtype.
Incorporeal Subtype
 Immune to all nonmagical attack forms
 Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except
for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50%
chance of not affecting an incorporeal creature.
 An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at
least +1, even if the creature's Charisma score does not normally provide a bonus).
 An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and
so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or
objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from
an incorporeal creature that is inside an object. To see farther from the object it is in and attack normally, the
incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a
creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks.
An incorporeal creature cannot pass through a force effect.
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 An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses
and force effects (such as mage armor) work normally against it.
 Incorporeal creatures pass through and operate in water as easily as they do in air.
 Incorporeal creatures cannot fall or take falling damage.
 Incorporeal creatures cannot make trip or grapple attacks, and they cannot be tripped or grappled. In fact, they cannot
take any physical action that would move or manipulate an opponent or its equipment, and they are not subject to
such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
 An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be.
 It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.
 Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal
creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot
see.
Wild Shape
This class feature works like the polymorph spell, except that wildshape is a supernatural ability that works only for the druid
using it. It cannot be shared with the druid's animal companion (or other creature with the share spells quality) because it's a
supernatural ability.
The duration is 1 hour per druid level or until the druid resumes her normal form. Changing form (to animal or back) is a
standard action and doesn't provoke an attack of opportunity.
At 11th level and below, the druid can assume only animal forms; the size of the animal form to be assumed depends on the
druid's level, as noted in the druid class description. Since the power duplicates the polymorph spell, the druid gains the
assumed form's extraordinary special attacks, but not its extraordinary special qualities. For example, a druid wildshaped into
a wolf gains the wolf's trip attack but not its scent ability. The druid's level determines what size animal form the druid can
assume.
At 12th level and above, a druid can assume plant forms of the same sizes as the animal forms the druid can assume.
At 16th level and above, a druid can assume elemental forms, with the druid's level limiting the size as noted in the druid
class description. A druid that takes elemental form retains her own creature type, but gains all the elemental's
extraordinary, supernatural, and spell-like abilities (both special attacks and special qualities), and also gains the elemental's
feats. Since the druid does not gain the features and traits of the elemental type, the druid does not gain the elemental's
immunity to poison, sleep effects, paralysis, and stunning. The druid also does not gain immunity to critical hits or flanking.
On the bright side, the druid retains the ability to be raised or resurrected, provided that the druid could be raised or
resurrected in the first place.
Alternate Form
This supernatural special quality works much like the polymorph spell; here's an overview, with the differences between the
alternate form ability and the polymorph spell called out.
 Unlike polymorph, the creature is limited to the assumed forms specified in the creature's description.
 Unlike polymorph, the creature retains the type and subtype of its original form. It gains the size of its new form.
 The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its
original form. The creature gains the natural weapons, natural armor, movement modes, and extraordinary special
attacks of its new form.
 Unlike polymorph, the creature retains the special qualities of its original form. It does not gain any special qualities of
its new form.
 The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and
gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
 The creature gains the physical ability scores (Strength, Dexterity, Constitution) of its new form. It retains the mental
ability scores (Intelligence, Wisdom, Charisma) of its original form.
 Unlike polymorph, the creature retains its hit points and save bonuses, although its save modifiers may change due to
a change in ability scores.
 Unlike polymorph, the creature does not regain any lost hit points from changing form.
 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to
cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
See above for other notes on spellcasting when in an assumed form.
 The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it
uses this ability to create a disguise.
See above for other notes on using an assumed form as a disguise.
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All about movement
Foreword
For a game that's all about deeds of valor and daring, D&D has a vast number of rules that govern just how one gets from
place to place. All in all, this is a good thing because it allows characters endless options for accomplishing things and it
empowers DMs to build challenges that literally require players to think on their feet.
Alas, anything that makes the game more detailed and flexible also makes the game more complicated and inevitably raises
questions that the rulebooks don't answer (at least not directly). Just what can you do while you're moving? How do you
handle movement when it requires a skill check? What's the difference between having a swimming speed and making a
Swim check? Read on to find the answers these questions and more.
The Language of Movement
5-foot step
A small adjustment a creature makes to its position on the battlefield. Taking a 5-foot step takes no appreciable time, but a
creature cannot take a 5-foot step in a round when it also moves.
Diagonal
Movement from one square to another through their corners. When measuring distances for movement, count the first
diagonal (and all odd-numbered diagonals moved during the turn) as 5 feet and the second diagonal (and all even-numbered
diagonals moved during the turn) as 10 feet.
Difficult Terrain
Terrain that hampers movement.
Encumbrance
A measure of how much a character's gear slows her down. A creature's encumbrance also can impose a cap on the amount
of Dexterity bonus (if any) a creature can apply to its Armor Class and can impose a penalty on certain checks.
A character's armor or the total weight (see load) the character carries determines the character's degree of encumbrance. A
character wearing armor is also carrying some weight, but you still use only one factor (armor or total weight) to determine
encumbrance, and you take the worst effect.
Free Action
An action that takes no appreciable time at all. You can take as many free actions during your turn as your DM will allow, but
you cannot take free actions during someone else's turn.
Hampered Movement
When conditions don't let you move as quickly as your speed would normally allow, your movement is hampered. When a
creature enters a square where movement is hampered, it pays at least 10 feet of movement instead of the usual 5 feet.
When moving diagonally into a square where movement is hampered, a creature pays at least 15 feet of movement.
Uneven surfaces, slippery surfaces, obstacles that leave you room to pass but require you to climb over them or detour
around them, thick vegetation -- all these can hamper your movement.
A creature cannot charge, run, or take a 5-foot step when its movement is hampered.
Half Speed
Some conditions, such as blindness or entanglement, force a creature to move at half speed. A creature reduced to half speed
always moves as though its movement is hampered. (Each square costs 10 feet of movement to enter, and each diagonal
costs 15 feet.) Creatures reduced to half speed cannot charge, run, or take a 5-foot step.
Load
Load is a term for the total weight a creature carries. Load includes armor, weapons, gear, treasure, helpless comrades, and
anything else the creature wears or carries.
Move
In the game's terms, a creature "moves" when it leaves one place and goes to another. During an encounter, a moving
creature goes from one square on the battlefield to another.
Move Action
An action that (for game purposes) takes the same amount of time as moving your speed.
Normal Movement
This is not a standardized game term, but the rules (and this article) use it to indicate times when a creature uses a move
action to move up to its speed -- as opposed to running, charging, or performing some other kind of special movement.
Obstacle
An object or barrier that hampers movement or blocks it completely. A friendly creature is an obstacle, and so is a wall or, a
pile of brush.
Speed
A measure of how fast a creature can move across the battlefield or overland. In the D&D game, speeds are always given in
number of feet, and they are always evenly divisible by 5 (because the basic unit of distance in the game is 5 feet).
A creature's speed rating before applying any enhancements (usually from magic or from a class feature) or reductions
(usually from encumbrance or other impediments) is called its base speed.
A creature's speed rating after applying any enhancements is called its current speed.
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Movement Basics
The basics of movement are covered on pages 146-150 in the Player's Handbook. Here's an overview:
 A creature can use a move action to move its speed in combat once and still take a standard action. A creature can
take a second move action instead of a standard action.
 Encumbrance can reduce a creature's speed.
 Bad visibility, difficult terrain, and obstacles can hamper movement. In addition, certain conditions that affect a
creature can limit its speed.
 Enemies block your movement (with some exceptions). You can move through (but not stop in) squares your allies
occupy. An ally is an obstacle, and it costs 10 feet of movement to enter a square containing an ally (15 feet if you
enter on a diagonal).
 A creature cannot end its movement in a square that contains another creature (enemy or ally) unless that creature is
helpless.
Moving
When you move across clear terrain, you "spend" 5 feet of movement to enter a square. If you're reduced to half speed or if
poor visibility or difficult terrain hampers your movement, movement costs double.
Movement costs can double more than once. For example, if you're reduced to half speed and you try to enter a square with
difficult terrain, the total movement cost is quadruple (40 feet of movement or 60 feet on the diagonal). This is an exception
to the game's general rule for handling multipliers (see page 149 in the Player's Handbook).
An obstacle that doesn't block movement completely adds 10 feet to the cost of movement into its square. When such an
obstacle is placed between two squares, you pay its movement cost when you cross the obstacle into the adjacent square -treat the obstacle between squares as though it is in the square you're entering. Sometimes, it takes a skill check to cross an
obstacle. For example, if you can't step over a wall, you'll need to make a Climb or a Jump check to cross it.
If you occupy more than one square, you pay the highest movement cost among all the squares you enter. So, if you're in
two squares, and you would have to pay 10 to move from one square and pay 5 to move from another to where you want to
go, you pay 10 since that's the highest movement cost possible.
Movement While Prone
When you're lying on the ground, you can move; however, you must crawl to do so. You crawl 5 feet as a move action that
provokes an attack of opportunity.
Calculating Encumbrance
A creature's encumbrance can be light, medium, or heavy. As noted earlier, a creature's armor or load determines
encumbrance.
The effect on encumbrance from armor is simply a matter of reading the armor's entry on Table 7-6 in the Player's Handbook
to find out whether it's light, medium, or heavy.
A creature with light encumbrance suffers no reduction in speed.
A creature with medium encumbrance suffers a reduction of roughly one third of its base speed. These reduced speeds are
shown on Table 8-3 in the Player's Handbook and on page 20 of the Dungeon Master's Guide.
A creature with heavy encumbrance suffers a reduction of roughly one third of its base speed, just as with medium
encumbrance.
In addition, most kinds of armor impose a cap on the Dexterity bonus the wearer can use for Armor Class but not for other
purposes such as initiative, Dexterity checks (but see below), and Reflex saving throws.
To determine encumbrance from weight carried, total up everything the creature carries. The creature's armor and shield (if
any) are part of its load.
Compare the load with the creature's Strength score on Table 9-1 in the Player's Handbook to determine encumbrance from
weight carried. The creature's size and number of feet can affect the load it can carry, as noted on page 162 of the Player's
Handbook.
Medium or heavy encumbrance from a creature's load imposes its own Dexterity cap on Armor Class bonus and check
penalty. These work exactly like the Dexterity cap and check penalty from wearing armor.
A creature uses the worst encumbrance effect (slowest speed, lowest Dexterity cap on Armor Class, highest check penalty)
for its armor or its load. The rules work this way because no matter how strong a creature is, wearing most kinds of armor
reduces its mobility at least somewhat.
Movement and Move Actions
As we saw above, you move whenever you go from one place on a battlefield to another. Usually, you move as a move
action. Unfortunately, you sometimes use a move action and don't move at all, and sometimes you use a full-round action or
a miscellaneous action to move.
Move Actions
It's important to remember that you don't always "move" when you take a move action. When a move action doesn't actually
constitute movement, you can take a 5-foot step during a round when you perform one of these actions (provided you don't
otherwise move during the same turn). Many of these actions provoke attacks of opportunity (all by themselves; move
actions that actually involve movement can provoke attacks of opportunity if the creature using the action moves out of a
threatened square. Here's a quick recap of move actions:
Move
A move is the basic act of moving your speed across the battlefield. You can't take a 5-foot step during the same round that
you move. If you leave a threatened square while moving, you provoke attacks of opportunity, though there are numerous
exceptions that we won't go into here.
Several skills either require you to move or are included in your movement (see below).
Control a Frightened Mount
You use this action when you're in battle on a mount that is not trained for war. You make a Ride check to control the mount.
The check is a move action for you, but it does not necessarily involve movement. If your mount does not move, then your
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action to control doesn't count as movement for you. Since you must devote your attention to the mount, this action
provokes attacks of opportunity.
If you're successful with your Ride check, you can direct your mount to move, stand still, or do anything else it normally
could do while carrying a rider. If you direct the mount to move, your check to control it and the mount's movement are part
of the same action, and you still can perform a standard action during the round. If your check fails, the mount does what it
will (probably fleeing from danger as fast as it can); you cannot take another actions and the failed check ends your turn (but
see below).
Direct or Redirect an Active Spell
Some spells, such as spiritual weapon, flaming sphere, and animate rope produce effects you can direct as a move action.
This does not provoke attacks of opportunity and it does not count as movement for you. Note that some spells, such as
detect magic and arcane eye, require concentration, not mere direction. Concentrating on a spell is a standard action, not a
move action. Check the spell description carefully to find out which action (if any) the spell requires.
Draw a Weapon
Use this action to draw out a sheathed weapon or other item that your DM agrees is reasonably weaponlike and stored in a
holster or other convenient place where you can grab it and pull it out quickly. This does not provoke attacks of opportunity
and it does not count as movement for you. If you have a base attack bonus of +1 or more, you can draw a weapon as part
of your movement. That is, you can use a move action to move up to your speed and also draw a weapon as part of that
move action. If you have a base attack bonus of +1 or more and you don't move, you still have to use a move action to draw
a weapon. The rule reflects the flow of time in the game and the relative ease of drawing a weapon if you have even a
modicum of fighting ability. Note that this rule applies only to drawing weapons and not to move actions in general.
If you have the Two-Weapon fighting feat, you can draw two one-handed or light weapons as a move action, or as part of
movement.
The Quick Draw feat allows you to draw a weapon as a free action (whether you also move or not); if you have the TwoWeapon Fighting feat, the Quick Draw feat allows you to draw two 1-handed or light weapons as a free action.
If you have an item (even a weapon) stored away in a backpack, you must use the retrieve a stored item action instead.
You can draw ammunition for a projectile weapon as a free action, provided you've got it stored in a quiver or some other
convenient place.
Load a Hand or Light Crossbow
You use this action when you cock and load a hand or light crossbow (loading a new clip into a repeating crossbow is a fullround action). Loading doesn't count as movement, but it provokes attacks of opportunity.
Open or Close a Door
You use this for opening or closing just about any portal of approximately your size or smaller. Opening a garden gate, a desk
drawer, or the door to your house is a move action for you. So is picking a lock. Portals bigger than you may require fullround actions or even several full-round actions.
Just opening or closing a door (or other closure) doesn't constitute movement, and the act doesn't provoke attacks of
opportunity. The DM might decide, however, that opening a really big or stubborn door counts as moving a heavy object (see
below).
Mount or Dismount a Steed
Use this action to climb aboard a mount or get off. The act of mounting of dismounting doesn't count as movement for you;
however, you must enter your mount's space to mount or exit the mount's space to dismount. You can enter or exit the
mount's space as a 5-foot step (if the situation allows a 5-foot step) or as part of your normal movement. For example if your
speed is 30 and your mount is 30 feet away or less, you use one move action to reach the mount's space and a second move
action to mount (see below for more on the Ride skill).
Move a Heavy Object
Use this action to drag something (a treasure chest, an unconscious ally, or a slain monster's carcass), push something (a
loaded cart or a barn door), or manhandle something big and bulky into position (a statue or a banquet table). You and
whatever you're moving travel across the battlefield, so moving a heavy object counts as movement. Since moving
something heavy usually occupies your full attention, the very act of moving the object provokes attacks of opportunity. In
addition, if you leave a threatened square while moving, you also provoke attacks of opportunity for doing that.
The rules don't give movement rates for moving heavy objects or for dragging things, but as a rule of thumb, there's no
effect on your movement if what you're moving weighs less than your light load rating. You move as though encumbered if
you move something that weighs more than your light load rating but no more than your maximum heavy load. If you use
the dragging rule (see page 162 in the Player's Handbook) to move something that exceeds your maximum load, you move
at half speed.
Pick Up an Item
This action generally involves stooping down and pick up something from the floor. Doing so doesn't count as movement, but
it provokes attacks of opportunity. Grabbing something stored in a handy location (such as a tabletop or rack) might be a
free action and might not provoke attacks of opportunity, depending on how generous your DM is feeling.
Sheathe a Weapon
Use this action whenever you have to put something away fairly carefully. Sheathing a weapon doesn't count as movement,
but it takes some care and attention, so it provokes attacks of opportunity. Just stuffing something into your pocket or into a
bag you have in your hand is a free action that doesn't provoke attacks of opportunity. In the latter case, you'll need a move
action to locate and retrieve the stored item.
The Quick Draw feat does not allow you to sheathe a weapon as a free action.
Stand Up from Prone
Use this action to get up when you're lying on the ground. This does not count as movement, but you're pretty darn close to
defenseless when regaining your feet, so standing up provokes attacks of opportunity. Getting to your feet when seated on
the ground is just as difficult as getting up from a prone position and also requires a move action that provokes attacks of
opportunity. If you're kneeling on the ground, getting up takes some time, but it doesn't make you vulnerable, so you use a
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move action that doesn't provoke attacks of opportunity. Getting up from a chair is a free action that doesn't provoke attacks
of opportunity if the chair is fairly high; otherwise it's just like getting up from a prone position.
Ready or Loose a Shield
Use this action when you strap a shield to your arm (or grab a buckler) to claim its shield bonus to Armor Class. Likewise, you
can loose a shield and sling it over your back. You lose the shield's bonus to Armor Class (the check penalty from the shield
still applies though), but you have your hand free and the shield is hanging there, ready to use with another move action.
Readying or loosing a shield takes time, but isn't too complicated, so it does not provoke attacks of opportunity.
If you have a base attack bonus of +1 or more, you can ready or loose a shield as part of your movement. That is, you can
use a move action to move up to your speed and also ready or loose a shield as part of that move action. If you have a base
attack bonus of +1 or more and you don't move, you still have to use a move action to ready or loose a shield.
If you've already loosed your shield (or you're just carrying it), you can drop it as a free action.
Retrieve a Stored Item
Use this action to dig something out of your pack or grab something that is stored in some other fairly accessible but
somewhat unhandy location, such as a purse, belt pouch, or cluttered tabletop. This doesn't count as movement, but it
occupies enough of your attention to provoke attacks of opportunity.
A spell component pouch is fitted with all sorts of handy pockets and compartments, which your character is assumed to keep
fairly neat and organized. Getting components from a spell component pouch is part of the casting time for the spell and
doesn't require a separate action. If you're grappled, however, it takes a full-round action to draw out a spell component.
When Moving Isn't a Move Action
Several actions fit our definition of "movement" but are not move actions. Unless noted otherwise, you can't also take a 5foot step during a turn when you use one of these actions. Here's a recap:
Withdraw
As a full-round action you can move up to double your speed; you can move in any direction you normally could move
(including toward an enemy), and the first square you leave is not considered threatened. If you leave any additional
threatened squares, however, you provoke attacks of opportunity normally. When withdrawing, you must use a mode of
movement for which you have a speed rating (see next section). Withdrawing is a full-round action no matter how far you
choose to move. You can't do anything else (except take free actions) during the turn when you withdraw.
If you're limited to only a standard action during your turn, you can withdraw as a standard action, moving up to your speed.
If you're capable of using a full-round action, you must use a full-round action to withdraw.
Run
If your movement is not hampered and you're not reduced to half speed (see above), you can run as a full-round action. You
move up to four times your speed in a straight line (or up to three times your speed if you're in heavy armor or carrying a
heavy load).
Running represents an all-out effort to move as fast as possible, so you lose your Dexterity bonus to Armor Class (if any)
when running -- you're putting your effort into speed, not defense. Running by itself doesn't provoke attacks of opportunity,
but you are moving when running and you provoke attacks of opportunity if you leave a threatened square while running.
If you use a grid to regulate movement in your games, don't take the requirement for running in a straight line too literally.
It's often impossible to move from space to space on a grid and maintain a perfectly straight line. Draw or trace a straight
line from any corner of the moving creature's starting space to any portion of the creature's intended ending space. So long
as the creature sticks to spaces that the line passes though or touches, it is moving in a "straight" line for purposes of the run
action.
Creatures that lack Constitution scores cannot run. Though the rules don't say so, there's no good reason why you cannot run
as a standard action if you're limited to only a standard action during your turn. If you're capable of using a full-round action,
you must use a full-round action to run.
Move 5 Feet through Difficult Terrain
As noted on page 144 in the Player's Handbook, a creature that is otherwise mobile might encounter a situation in which its
movement is so hampered that it cannot move even one space. Such a creature can move 5 feet (one space) in any direction
as a full-round action. Moving this way is not a 5-foot step. If a creature using this rule leaves a threatened square, it
provokes attacks of opportunity.
It's worth repeating here that you cannot use this rule to move through impassible areas (such as solid walls), or move when
you're immobilized.
Take a 5-Foot Step
You're moving when you take a 5-foot step. You can't take a 5-foot step during a round when you perform any other
movement, and you cannot take a 5-foot step if your movement is hampered, if your movement is reduced to half speed, or
if your current speed is 5 feet or less. As with the withdraw action, you must use a mode of movement for which you have a
speed rating.
Bull Rush
As a standard action, you move up to your speed. To perform the bull rush you must move into your opponent's space at
some point during your move. If you wish to push your opponent back more than 5 feet, you must have some movement left
when you enter you opponent's space (see the bull rush description on page 154 of the Player's Handbook).
You can bull rush as part of a charge. If you do, you perform the bull rush instead of attacking your foe and you get a +2
bonus on your Strength check (see page 155 in the Player's Handbook).
Charge
As a full-round action you can move up to twice your speed directly toward a foe and make a single melee attack when you
reach the foe. You must move at least 10 feet to the closest square from which you can attack your opponent and you must
move to that square by the shortest path. If that path takes you through an obstacle or terrain that hampers your movement
(including friendly creatures), you cannot charge. Though you normally cannot charge into or through a space that contains
another creature, you can charge as part of a bull rush action.
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You cannot charge if you're reduced to half speed. If you're capable of using only a standard action during your turn, you can
charge as a standard action.
The procedure for charging is slightly different when you're using the Ride-By Attack feat (see below).
Overrun
As with a bull rush, you move up to your speed as a standard action and you enter your opponent's space during your move.
If you knock your opponent down with your overrun, you can keep moving through your opponent's space if you have any
movement left (see the overrun description on page 157 of the Player's Handbook).
You cannot perform an overrun as part of a charge (see thePlayer's Handbook errata file).
Grapple
To maintain a hold you've established with a successful grapple check, you must enter your foe's space. Likewise, creatures
with the improved grab special attack drag their victims into their spaces after establishing holds. Neither movement counts
against a creature's movement for the turn. If you've already moved your speed or taken a 5-foot step, you still can move
into a foe's space to maintain a hold and you still can be dragged into an attacker's space after it has grabbed you with
improved grab.
Speeds and Skills
A creature has a speed rating for each kind of movement it can use. Most creatures have a single speed rating for land speed.
Other possible speed ratings include burrow, climb, swim, and fly. The Monster Manual Glossary includes a wealth of detail on
speeds.
A creature with only a land speed can climb or swim by making an appropriate skill check, but cannot charge, run, withdraw
or take a 5-foot step while doing so. That's the chief difference between climbing or swimming with a climb speed and using
the Climb or Swim skill.
Climb and Swim aren't the only skills that involve movement. Below, we'll compare and contrast speed ratings and the skills
that help landbound creatures mimic them. We'll also examine skills that function as part of movement.
Climb
A creature with a climb speed must make a Climb check to climb any wall or slope with a DC of more than 0, but it always
can choose to take 10 (see Checks without Rolls, page 65 in the Player's Handbook), even if rushed, distracted, or
endangered. It also gets a +8 racial bonus on all Climb checks. A successful check allows it to move its climb speed up down,
or across the wall or slope as a move action. If it chooses an accelerated climb (see Climb, page 69 in the Player's
Handbook), it moves at double the listed climb speed (or its land speed, whichever is less) and makes a single Climb check at
a -5 penalty.
A creature with a climb speed retains its Dexterity bonus to Armor Class (if any) while climbing. Most creatures with climb
speeds don't have hands, though many use some sort of appendage to climb. Those with appendages must have them free to
climb. A creature can cling to a wall with one appendage while it casts a spell or takes some other action that requires only
one appendage. A limbless creature, such as an ooze, never has to worry about having any appendages free -- it can just
climb.
If the creature takes damage while climbing, it makes a Climb check against the DC of the slope or wall to avoid falling. (It
can take 10 on the check.)
Using the Climb Skill
A creature using the Climb skill to climb without a climb speed can take 10 on the check only when not rushed or threatened.
It loses its Dexterity bonus (if any) while climbing, and it cannot take a 5-foot step or withdraw while climbing. A creature
uses the Climb skill as a move action, and climbing is movement. With a successful check, the climber moves at one quarter
its land speed when climbing (or one half land speed if it makes an accelerated climb). On a failed check, the creature doesn't
move at all (but still uses up a move action) if the check failed by 4 or less. The creature falls if the check fails by 5 or more.
See the Climb skill description for other details.
All Climbers
Creatures cannot charge or run while climbing, even if they have Climb speeds.
Swim
A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 racial
bonus on any Swim check it makes to perform some special action or avoid a hazard. The creature always can choose to take
10 on a Swim check, even if rushed, distracted, or endangered or when swimming in stormy water. The creature can use the
run action while swimming, provided it swims in a straight line. It also can charge, withdraw, or take a 5-foot step. Unlike
creatures using the Swim skill, a creature with a swim speed does not have to make a Swim check each hour to avoid
nonlethal damage.
Using the Swim Skill
A creature that doesn't have a swim speed must make a Swim check to move through the water when its feet don't touch the
bottom. A successful check allows the creature to move through the water at a quarter of its current land speed as a move
action or at half its current land speed as a full-round action. If the check fails by 4 or less, the creature makes no progress
through the water. If the check fails by 5 or more, the creature goes underwater (if the creature is underwater already,
there's no extra effect for failing a Swim check by 5 or more).
Swimmers that don't have swim speeds must make an extra Swim check (DC 20) for each hour they spend swimming. If the
check fails, the swimmer takes 1d6 points of nonlethal damage.
Creatures without swim speeds can charge (provided they can move at least 10 feet before attacking), but they cannot run,
withdraw, or take a 5-foot step.
Balance
Although it's not terribly clear from the skill description, you can use the Balance skill two different ways.
First, you can make a Balance check to charge or run over a surface that is rough or uneven enough to trip you up, but not
one that is so rugged as to make running or charging impossible. For example, you can make a Balance check (DC 10) to run
or charge across an uneven flagstone floor or a hewn stone floor. You make one check. If you fail the check on an uneven
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flagstone floor, you can't move and your turn ends. If you fail the check on a hewn stone floor, you can still act, but you
cannot run or charge this round.
Second, you can make a Balance check to move along a narrow or precarious surface, such as a ledge, beam, or tightrope.
With a successful check, you can move at half your speed along the precarious surface as a move action. You can use a
standard action to make a second move, but doing so requires a second Balance check. You can take a -5 penalty on your
check and move at your full speed instead. You also can take -5 penalty on your check and charge across a precarious
surface. If the distance you move in a charge is equal to or less than your speed, you make one Balance check. If the
distance you charge is more than your speed (you can move up to twice your speed when charging), you must make two
Balance checks.
A failure by 4 or less means you can't move for 1 round; you still use up a move action. A failure by 5 or more means you
fall. If you're making two Balance checks and you succeed with the first one but fail the second, you stop moving and your
turn ends (and you fall if you failed by 5 or more).
Hide
According to the Hide skill description, hiding isn't an action at all, except when you use the sniping option (see page 76 in
the Player's Handbook), in which case hiding is a move action. For all practical purposes, however, you hide as a move action
or as part of a move action. That is, if you're moving, you hide as part of your movement (something like drawing a weapon,
see above). If you don't move, it still takes you a move action to hide.
You take a -5 penalty on your Hide check if you move more than half your speed. In this case, you must track your speed by
the action, not by the turn. If you move your speed as a move action, you take the penalty even if you don't move during the
remainder of your turn. Likewise, speed is the amount of movement you expend, not the actual distance you move across the
battlefield. If your movement is hampered, for example, and you move as far as you can possibly go as a move action (or as
a full-round action), you take the -5 penalty.
Jump
Jumping is a part of movement. Simply add any distance you jump to any other movement you've spent during your turn
(including the distance you've covered in the run-up to a running jump). The distance you cover in a jump is the horizontal
distance for a long jump and the vertical distance in a high jump (but always at least 10 feet for a high jump).
Disregard the vertical portion of a long jump (one quarter the jump's horizontal distance). If you make a high jump and drop
back to the ground, don't count the distance you've dropped.
Jumping Over an Obstacle
If you high jump over an obstacle, you spend whatever movement you need to enter the square on the other side, plus the
movement cost for the high jump. If you don't have enough movement available, you can't make the jump, but you can use
the minimum movement rule (see above) to make the jump as a full-round action. Also see the section on jumping farther
than your speed allows.
Hopping Up
You can use a Jump check to leap up on top of an obstacle that is no more than waist high (that is about half your height)
with a DC 10 Jump check at a cost of 10 feet of movement. If the obstacle has enough space on top to let you stand on it,
you wind up on top of obstacle, otherwise, you just hop over it.
If you fail the Jump check to jump up, you spend 10 feet of movement and wind up on your feet in the square where you
tried the hop.
Jumping Farther than Your Speed Allows
If you have a high Strength score or a lot of ranks in the Jump skill (or both) it's quite possible that you can get a Jump check
result that carries you through more distance than your speed allows, especially if you move some distance before jumping.
When that happens, you end your turn in the air. During your next turn, you must finish the jump before you do anything
else. If your speed still won't allow you to finish the jump, just repeat the process until you complete the jump.
Move Silently
Moving silently isn't an action. You move silently as part of your movement. As with the Hide skill, you take a -5 penalty on
your Move Silently check if you move more than half your speed (see the notes under the Hide skill).
Ride
Though your steed actually does the moving, much of what you do with the Ride skill counts as move action or as movement
(or both) for you.
Since your mount takes you along with it when it moves, a move for your mount also counts as a move for you (you're not
propelling yourself, but you still spend time moving). So, for example, if you and your mount move, neither you nor your
mount can take a 5-foot step during the same turn.
In many cases, you can do something else while your mount does the moving, such as make ranged attacks, reload a
crossbow, cast a spell, or any number of other things that normally would be actions for you. You can use the full attack
action to make ranged attacks when your mount takes a move action, and there's no penalty for doing so if your mount does
not make a double move. If your mount runs or makes a double move, you suffer a penalty on your ranged attacks, as noted
on page 157 in the Player's Handbook (the Mounted Archery feat can reduce those penalties). If your mount moves as a fullround action (as it might if it uses the rule for minimum movement), your ranged attacks are penalized as though the mount
took a double move. There's no penalty on your melee attacks for your mount's movement, but if you mount moves before
you attack in a turn, you cannot us the full attack action (see page 157 in the Player's Handbook).
Here's an overview of tasks you perform with the Ride skill:
Guide with Knees
Although the skill description doesn't specifically say so, this is not an action at all. You make the check at the beginning of
your turn. If you succeed, you don't have to use your hands to control your mount until the beginning of your next turn,
when you have to repeat the check to continue guiding your mount with your knees.
Stay in Saddle
This usage does not take an action.
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Fight with Warhorse
This usage is a free action.
Cover
This usage does not take an action.
Soft Fall
This usage does not take an action.
Leap
This usage does not take an action, but it is part of the mount's movement.
Spur Mount
This is a move action for you, which you take while your mount moves and carries you along.
Control Mount in Battle
This also is a move action for you, which you take while your mount moves and carries you along. If you fail to control a
mount that is not trained for war during a battle, the rules say your turn is over. There is, however, no reason why you can't
simply fall off your mount to keep it from galloping away with you. Deliberately falling off your mount is a free action for you.
If you decide to fall off, you can make a Ride check to soften the fall (which doesn't take an action).
Fast Mount or Dismount
This is a free action for you and it does not count as movement for you.
Tumble
Tumbling is part of movement, so a Tumble check is part of a move action. Any distance you spend tumbling counts against
your movement for the turn. You tumble at half speed, as if each square you tumble through costs you 10 feet of movement
(15 if you tumble on a diagonal). If you accept a -10 penalty on your check, you tumble at normal speed. You cannot tumble
at all if your encumbrance (from armor or load) reduces your speed.
Tumbling to Hop Up
Since tumbling involves acrobatic maneuvers such as flips, rolls, and cartwheels, there's no good reason why you couldn't
make a Tumble check to roll onto or over a waist-high obstacle. Normally, you'd make a Jump check (DC 10) to do that, but
you can accomplish the same thing with a Tumble check (DC 15). You still expend 10 feet of movement to perform the hop
and you land on your feet in front of the obstacle if you fail.
Tumbling While Crawling
Though the rules don't say so, there's no reason you can't can tumble 5 feet as a move action when prone. The check DC is
20.
Burrow
In most cases, burrowing movement allows a creature to tunnel through fairly loose material such as dirt or snow. Some
creatures, however, can burrow through stone or other solid materials. The kinds of material the creature can penetrate while
burrowing is noted in its description. In most cases, a burrowing creature does not leave behind a tunnel that other creatures
can use or that it can use for travel via another mode of movement.
Burrowing movement takes place in three dimensions. A burrowing creature can tunnel up, down, left, or right as easily as a
human can change direction while walking on smooth ground.
A creature cannot charge or run while burrowing.
Flight
Basic Flight
Basic flight consists of turning, level flight, climbing, diving, and (usually) maintaining a minimum forward speed. A flying
creature's maneuverability rating determines how well it can perform these basic functions, as shown on Table 2-1 in the
Dungeon Master's Guide. Because a flying creature's ability to change direction is limited, and because flight takes place in
three dimensions, you must know a creature's maneuverability rating, forward speed, direction of travel, and altitude to
handle flaying correctly.
Maneuverability ratings are described on page 312 in the Monster Manual. Table 2-1 in the Dungeon Master's Guide and the
text that accompanies it defines what the various maneuverability ratings allow creatures to do in the air. Additional notes
follow (using a harpy as an example):
Forward Speed
Forward speed is the number of squares a flying creature traverses during the course of its movement for the round. Some
flight maneuvers (such as turning in place) use up flying movement but don't contribute to forward speed. Many flyers must
maintain a minimum forward speed each round. If they fail to do so, they stall (see Minimum Forward Speed).
Direction of Travel
Though the D&D game doesn't require you to keep track of which direction creatures face, flying movement usually restricts
their ability to turn and that does require you to keep track of facing. For purposes of flying movement, a creature always
faces the same direction as its movement. When a creature ends its flying movement for the turn, place a mark or a marker
on the grid so you know which direction in which it would travel. When it is time for the creature to move again, it resumes
moving in that direction.
The creature's direction of travel in no way limits where it can make melee or ranged attacks. A flying creature (if armed)
threatens the spaces around it not matter what its maneuverability or which direction it flies.
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Altitude
This is simply how high above the ground a flying creature happens to be. If keeping track of flyers' altitudes relative to the
ground proves inconvenient, choose some other reference point, but make sure that all creatures in an aerial encounter use
the same reference point to measure altitude.
Altitude is measured from the ground (or other reference point) to the bottom of a flying creature's space (see Creatures in
Aerial Combat below). The top of a creature's space usually sticks up above its altitude and the creature usually can reach up
farther than that. If an aerial encounter contains creatures bigger than Medium size, it can prove helpful to indicate how high
up each creature extends.
Because maps and battle grids usually are two-dimensional, you must write down each flying creature's altitude at the end of
its movement. It's usually best to record altitude directly on the grid.
Several flying creatures can occupy the same square on your grid it they're at different altitudes.
Minimum Forward Speed
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high
above the ground to land, it stalls.
A creature in a stall falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the
ground, it takes falling damage. If the fall doesn't bring the creature to the ground, it must spend its next turn recovering
from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it
takes falling damage. Otherwise, it has another chance to recover on its next turn.
Keep track of minimum forward speed by the turn, not by the move. For example, a harpy has a fly speed of 80 and average
maneuverability. The harpy has a minimum forward speed of 40 feet; a harpy that moves 20 feet ahead as a move action
doesn't stall if it uses another move action the same turn to move another 20 feet ahead.
As noted earlier, only moving from square to square counts toward minimum forward speed. Movement spent turning in place
doesn't count.
In some cases, a creature may spend part of its turn on the ground (or perhaps on a flying mount or flying device). If the
creature uses a move or standard action on the ground, it need maintain only half its minimum forward speed once it takes to
the air. If a flying creature moves along the ground and then takes to the air as part of the same move action, it must
maintain all of its minimum forward speed to avoid stalling.
Hover
Hover is the ability to stay in one place while airborne. As shown in the Dungeon Master's Guide, creatures with perfect or
good maneuverability always have this ability. Less maneuverable creatures also might gain this ability via the Hover feat
from the Monster Manual.
A creature with perfect maneuverability can hover as a free action and remain airborne.
A creature with good maneuverability also can hover as free action. It can instead hover as a move action and, as part of that
move action, can move at half speed in any direction it likes (including straight up, straight down, or backward). Before or
after it moves, the hovering creature can turn to face any direction it likes. When it stops hovering, it can resume ordinary
flight in any direction in which it could normally fly.
A creature with less than good maneuverability, such as a harpy, that gains the ability to hover from the Hover feat, must
use a move action to switch from normal flight to hovering. It can then use another move action (if it has one available
during the current turn), to move at half speed in any direction it likes (including straight up, straight down, or backward).
Before or after it does this hovering movement, the creature can turn to face any direction it likes. When it stops hovering,
the creature can resume ordinary flight in any direction in which it could normally fly.
If a creature begins its turn hovering, it can hover in place for the turn (no matter what its maneuverability) and take a fullround action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could
use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it
could normally do so.
Move Backward
This is the ability to move backward without turning around.
Reverse
A creature with good maneuverability can use up 5 feet of its speed to start flying backward.
Turn
How much the creature can turn after covering the stated distance. For example, a harpy has average maneuverability, so it
can turn left or right 45° for each 5 feet it moves forward. The creature moves into a square, then turns. To fly in a complete
circle, a harpy would have to travel eight squares.
Turn in Place
A creature with good or average maneuverability can use some of its speed to turn in place. (This represents the creature
slowing down and banking hard to make a tight turn.) The extra movement spent turning does not count toward minimum
forward speed; a creature that turns too sharply at low speeds stalls.
A harpy has average maneuverability, so it can turn an extra 45° in one square by spending 5 feet of movement.
Maximum Turn
This is how much the creature can turn in any one space. No matter how much movement the creature spends on turning, it
can't change direction more than this in a single square.
A harpy has average maneuverability, so it can turn a maximum of 90° in one square. To do so, the harpy moves into the
square and turns 45°, then it spends 5 feet of movement and turns an extra 45° without moving forward. A harpy can fly in a
complete circle by moving only four squares, but doing so still would cost the harpy 40 feet of movement (20 feet for the
squares moved and 20 feet for the extra turning). If the harpy does so, it doesn't satisfy its minimum forward speed (40
feet), even though it has expended 40 feet of movement. The harpy must fly forward another 20 feet to avoid stalling. The
harpy could to that by flying in another tight circle.
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Up Angle
The up angle is the maximum angle at which the creature can climb through the air. A creature with an up angle of 60º must
move ahead at least 5 feet for every 10 feet it climbs. A creature with an up angle of 45º must move ahead at least 5 feet for
every 5 feet it climbs. A harpy has average maneuverability, so its up angle is 60º.
Up Speed
Up speed is how fast the creature can move while gaining at least 10 feet of altitude; this represents the energy the flyer
loses when climbing. The creature cannot expend more movement than its up speed allows, even if that movement is not
forward movement.
If the creature climbs and dives in the same turn, any bonus movement it gains from the dive is not limited by the creature's
up speed.
For example, a harpy has average maneuverability, so its up speed is half, or 40 feet. Its minimum forward speed also is 40
feet, so it risks stalling if it expends extra movement to turn when climbing unless it can make a double move.
Down Angle
The down angle is the maximum angle at which the creature can dive through the air. A creature with a down angle of 45º
must move ahead at least 5 feet for every 5 feet it climbs. A harpy has average maneuverability, so it can dive at any angle.
Down Speed
Any flying creature can fly down at twice its normal flying speed. An easy way to track diving movement is to allow it 5 feet
of bonus movement for every 5 feet it descends, to a maximum of twice its normal flying speed. The creature can use the
extra movement for any kind flying movement it normally could perform, except for hovering.
Downward movement in a stall or freefall does not increase a creature's speed. Instead, the creature falls straight down at a
fixed rate.
Between Down and Up
An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing (but it can
turn). Any flier can begin descending after a climb without an intervening distance of level flight.
A harpy has average maneuverability, so after a dive it must fly level for at least 5 feet before gaining any altitude.
More About Flight
Climbing and Diving in a Tight Space
Creatures that cannot fly straight up usually can ascend in a spiral by circling as they climb. Because most creatures that
can't fly straight up also have minimum forward speeds of half their base flying speeds and can move at only half speed when
climbing, its difficult for them to turn in place while climbing because doing so requires them expend extra movement that
does not count as forward movement (though many creatures can do so by making a double move). A creature's up angle
also determines how much altitude it can gain during a move action.
Likewise, creatures that cannot fly straight down can descend in a spiral. Because creatures that have a limited down angles
cannot turn in place (see Table 2-1 in the Dungeon Master's Guide), they cannot make their descending spirals any tighter
than their turning radius normally allows.
Because flying creatures descend at two to four times the speed they can ascend (most creatures ascend at half speed but
descend at double speed), they lose altitude far more quickly than they can gain it.
Stalling and Freefalling
Stalling represents the failure of a flying creature's wings (or other motive agent) to keep the creature aloft. The rules are a
little sketchy when it comes to what happened during a stall, so here are some unofficial suggestions.
A stalling creature falls, but it wings provide considerable drag and tend to slow the creature's fall. As noted earlier, a
creature falls 150 feet during the first round spent stalling, and it falls 300 feet each round thereafter. Wingless flyers that
stall still have some residual lift and fall more slowly than non-flyers.
A flying creature that cannot maintain its minimum forward speed because it has been rendered unconscious, has become
paralyzed, has become magically held, or becomes unable to move for some other reason stalls at the beginning of its first
turn after the debilitating effect occurs.
A stalling creature can take no actions, except to recover from the stall. It loses its Dexterity bonus to Armor Class (if any)
while stalling. As noted earlier, recovering from a stall requires a Reflex save (DC 20).
A stalling creature falls more or less straight down, but it also tumbles and spins erratically. Melee or ranged attacks made
against a stalling creature have a 20% miss chance.
A nonflyer (or flyer falling through the air) freefalls rather than stalls. A creature in freefall drops 500 feet the first round and
1,000 feet each round thereafter. While in freefall, a creature can attempt a single action each round. It must make a
Dexterity or Strength check (creature's choice, DC 15) to avoid dropping any item it tries to use. Spellcasting is possible, but
doing so requires a Concentration check (DC 15 + spell level) and if the spell has a material component, the creature must
first check to see if it drops the component.
Deliberately Freefalling
A flying creature can simply stop flying and allow itself to drop like a stone. Exiting a freefall requires a full-round action
(during which the creature falls 500 or 1,000 feet). A creature with Perfect maneuverability exits a freefall automatically, less
maneuverable creatures require a Reflex save (DC 20). If the check fails, the creature stalls (even if it does not have a
minimum forward speed), though during its next turn it can attempt to recover from the stall after falling 300 feet.
A creature with average, poor, or clumsy maneuverability suffers 3d6 points of nonlethal damage when it exits a freefall (or
when it stalls from a failed attempt to leave freefall) due to the stress on its body. A freefalling creature with a fly speed can
automatically recover from a freefall if it receives a feather fall spell, but only after falling 60 feet; the creature suffers no
damage from the recovery.
Fast Freefalls
A creature with a fly speed can propel itself downward as a move action, adding up to twice its flying speed to the distance it
freefalls. A creature with Perfect maneuverability can make a fast freefall automatically, while less maneuverable creatures
require a Reflex save (DC 15). If the save fails, the creature stalls. On a successful check the creature fast freefalls for a full
round.
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Catching
As a full-round action, a flyer can catch a freefalling creature or object, or a stalling creature, provided that the falling
creature or object is at least one size category smaller than the creature attempting the catch.
To make the catch, the creature must make a successful melee touch attack to grab the falling creature or object (a creature
can voluntarily forego any Dexterity bonus to AC if desired). If the grab succeeds, the catching creature must make a Reflex
save (DC 25) to keep flying. If the save fails by 4 or less, the catcher drops the falling creature or object. If the save fails by
5 or more, the catcher drops the falling creature or object and stalls if it has a minimum forward speed. If the catcher does
not have a minimum forward speed, it falls 1d4x10 feet.
Obstacles and Collisions
Because flying creatures cannot always change direction when they wish to, they must take great care to avoid blundering
into obstacles or into other creatures.
Maneuvering Past Obstacles
To turn and avoid an obstacle at its own altitude, a flying creature must be able to turn in place. If it cannot turn in place, it
needs at least 5 feet of space between it and the obstacle if it wishes to turn to avoid a collision (because in an aerial turn
you move into the square ahead of you and then turn left or right 45° ). It cannot move diagonally past a corner in the air or
on the ground, so any turn you make must carry you past an obstacle's corner before you can fly past it.
If turning to avoid an obstacle isn't possible, it may be possible to climb over or dive under the obstacle. A creature with
maximum up or down angle of 45° needs at least 5 feet of clear space between it and an obstacle for every 5 feet it must
climb or dive to get over or under the obstacle (you can't move past a corner on a diagonal, even when climbing or diving). A
creature with a maximum up or down angle of 60° needs at least 5 feet of clear space between it and an obstacle for every
10 feet it must climb or dive to get over or under the obstacle.
Maneuvering Past Creatures
Flying past another creature works much like flying past an obstacle except that you can move on a diagonal to get past a
creature. This makes it slightly easier to pass by without colliding.
Colliding with an Obstacle
Here's another place where the rules don't help much, so here are some more unofficial suggestions.
If you fly into an obstacle and you cannot land there, you must make a Reflex save (DC 15) to avoid damage. If you fail the
save, you and the object you strike take damage as though an object of your weight fell a distance equal to half your flying
speed before you hit. (If it isn't clear what your speed before the collision was, use your flying speed during your previous
turn.) If the object you hit has a hardness of 6 or less, you take nonlethal damage (the object takes normal damage).
Your flying movement stops when you strike, forcing you to stall (even if you don't have a minimum forward speed) and fall
straight down. If you're still conscious after the collision, you can make Climb check (DC = surface's DC + 20) to catch
yourself and keep from falling. If the surface is sloped (see the Climb skill description), the Climb DC to catch yourself is
lower (DC = slope's DC + 10).
Colliding with a Creature
Here's another place where the rules don't help much, so you can use these unofficial suggestions.
You can freely pass through your allies' spaces in the air just as you can on the ground. If you fly into a creature that is not
your ally, you effectively attempt to overrun it. You can execute a bull rush against the creature instead, if you wish. An
overrun or bull rush normally requires a standard action. If you accidentally enter an enemy's space you must make a Reflex
save (DC 15); if you fail, you stall (even if you don't have a minimum forward speed). If you succeed, you can continue with
your accidental bull rush or overrun, but you suffer a -4 penalty to all the opposed checks you make to resolve the bull rush
or overrun.
As with an overrun attack, the creature can decide not to block your movement, though this might cause the creature to stall
(see the section on overruns). If so, you simply move through its space (even if you decide to bull rush the creature). You
cannot stop in another creature's square, however, and if your speed isn't sufficient to carry you through the other creature's
space, you must attempt an overrun or bull rush.
If the creature is too small to overrun, you must try to bull rush it instead if you can't pass through its space.
If the creature is too big to overrun, you strike it just as if it were an obstacle, and you and the creature take nonlethal
damage. Both you and the creature you strike make Reflex saves (DC 15) to avoid damage, but the creature you strike gets
a +4 bonus for each size category it is bigger than you. You stall just as if you struck an obstacle. The creature you strike
stalls if it fails its Reflex save.
If you are at least three size categories smaller than the creature whose space you are entering (or if you are Tiny,
Diminutive, or Fine size) you can enter the creature's space without colliding, bull rushing, or overrunning, but entering the
creature's space provokes an attack of opportunity. Likewise, if you are at least three size categories smaller than the
creature whose space you are entering, you also can enter the creature's space without colliding, bull rushing, or
overrunning, but entering the creature's space provokes an attack of opportunity.
Actions while Flying
Most actions work exactly the same way in the air as they do on the ground; exceptions are noted here.
Full-Round Actions
A creature with a minimum forward speed usually cannot use full-round actions in the air unless those actions allow it to
move forward at least at its minimum speed. For example, a harpy (average maneuverability) could charge or run while
flying, but it could not make a full attack or cast a spell with a casting time longer than one action (but see the note on
casting time).
Cast a Spell
Flying spellcasters can cast their spells without too much difficulty; however, aerial spellcasters often encounter some
problems other spellcasters do not.
Casting Time
Most spells require 1 standard action to cast. The creature can move and then cast the spell, or cast the spell and then move.
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A creature with a minimum forward speed cannot cast a spell with a casting time of 1 round or more while airborne unless it
is riding on a flying mount or flying device.
A creature with minimum forward speed can cast spells with a casting time of a full-round action (such as a sorcerer casting a
spell modified with metamagic) by first using a move action to travel forward and maintain its minimum speed. The caster
can then use a standard action to start the full-round spell. The next round, the creature can finish the spell by using another
standard action, then use a move action to travel forward and maintain its minimum speed.
Concentration
Spellcasters using natural flight or using a spells or magic devices that empower them to fly personally, such as a fly spell or
winged boots, can cast spells while flying without Concentration checks (unless other conditions they encounter while aloft
require them). For casters using mounts or magic devices that function like mounts, such as a carpet of flying or a broom of
flying, must make a Concentration check (DC 10 + spell level) or lose the spell. A creature riding as a passenger on a mount
or magic device also must make Concentration checks to cast spells. Particularly violent motion from the mount or device
makes the Concentration check more difficult (see the Concentration skill description in the Player's Handbook).
Drop Prone
A creature cannot drop prone while flying. If a flying creature lands, it can drop prone as a free action.
Run
A creature using natural flying speed can use the run action. As with any other run action, the creature must move in a
straight line. A flyer using the run action cannot gain more than 5 feet of altitude, but it can lose any amount of altitude, and
it gains the normal bonus movement for the altitude lost (5 feet per 5 feet descended, a maximum of twice its normal flying
speed.) For example, a harpy could use the run action to fly 320 feet in a straight line. While doing so, it could not gain more
than 5 feet of altitude.
Take 5-Foot Step
A flying creature cannot use the 5-foot step rule unless it has perfect or good maneuverability (and thus no minimum forward
speed).
Withdraw
Flying creatures can use the withdraw action if they prove maneuverable enough to do so without colliding with their
opponents.
Flanking
The rules for flanking apply in the air. It is possible, however, to flank a flying creature from the top and bottom.
Creatures in Aerial Combat
Aerial combat takes place in three dimensions, and each flying creature occupies a roughly cubical space and can reach above
and below itself, as shown on the following table:
Flying Creature Size and Face
Size
Fine
Diminutive
Tiny
Small
Medium
Large (Long)
Large (Tall)
Huge (Long)
Huge (Tall)
Gargantuan (Long)
Gargantuan (Tall)
Colossal (Long)
Colossal (Tall)
Space
1/2 ft. across x 1/2 ft high
1 ft. across x 1 ft high
2 1/2 ft. across x 2 1/2 ft. high
5 ft. across x 5 ft. high
5 ft. across x 5 ft. high
10 ft. across x 5 ft. high
10 ft. across x 5 ft. high
15 ft. across x 10 ft. high
15 ft. across x 15 ft. high
20 ft. across x 15 ft. high
20 ft. across x 20 ft. high
30 ft. across x 25 ft. high
30 ft. across x 30 ft. high
Natural Reach
0 ft.
0 ft.
0 ft.
5 ft.
5 ft.
5 ft.
10 ft.
10 ft.
15 ft.
15 ft.
20 ft.
15 ft.
25 ft.
Space
In the air, a creature's space includes length, width, and height. Creatures more than 5 feet high occupy a vertical column of
two or more spaces, one space for each 5 feet of height.
Natural Reach
Natural reach is how far the creature can reach when it fights. A creature flying on its own threatens the area within that
distance from itself, including above and below. A creature riding a mount or flying device also threatens all the spaces
around it, except those blocked by the mount or device.
Tall Creature
A tall creature is a biped or similar creature. Creatures in the D&D game are not designated as "tall" or "long"; however, you
can determine this for yourself easily by noting its reach entry. For example, a Large creature with a reach entry of 10 feet is
"tall" (unless it's using a reach weapon).
Long Creature
A long creature is a quadruped or similar creature. Creatures in the D&D game are not designated as "tall" or "long";
however, you can easily determine this for yourself by noting its reach entry. For example, a Large creature with a reach
entry of 5 feet is "long."
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Special Attacks in the Air
Flying creatures can try a variety of special tactics while in the air. In general, these work just like similar attacks made on
the ground. Exceptions are listed below. The rules don't cover these situations in much detail, so most of this section much
consists of unofficial suggestions.
Bull Rush
An aerial bull rush requires the attacker to ram a foe, which can prove risky for both the attacker and the defender.
Initiating and Resolving an Aerial Bull Rush
You begin in the same way as bull rush on the ground.
To resolve an aerial bull rush, make opposed Strength checks or opposed Dexterity checks (each creature involved chooses
which to use). Apply modifiers for each opponent's size as noted in the Player's Handbook, even when using opposed
Dexterity checks. No creature can claim a stability bonus in an aerial bull rush.
Aerial Bull Rush Results
A creature that has been moved in an aerial bull rush must make a Reflex save (DC 20) immediately or stall (even if it does
not have a minimum forward speed). If the attacker fails to move the defender during an aerial bull rush, it moves back 5
feet, as noted in the description of the bull rush action and must immediately make a Reflex save (DC 20) or stall (even if it
does not have a minimum forward speed).
Accidental Aerial Bull Rush: As noted in the section on collisions, you suffer a -4 penalty on all opposed checks you make to
resolve a collision with a foe.
Charge
Flying creatures can use the charge action. A flying charge must be in straight line and most cover at least 10 feet (2
squares). A flyer can charge while diving, but not while gaining more than 5 feet altitude (unless the flyer has perfect
maneuverability and can climb without losing speed).
If a flyer makes a diving charge of at least 30 feet (6 squares) and also loses 10 feet of altitude or more, it can attack only
with a claw or with a piercing or slashing weapon. These attacks, however, deal double damage.
Grapple
Aerial grappling can prove hazardous to attacker and defender alike. Except where noted here, a grappling attack in the air
works just like grappling on the ground.
Who Is Flying and Who Is Held
If you have a minimum forward speed or if you rely on wings or other appendages to stay aloft, you cannot fly if another
creature has a hold on you (but see Just Hanging On, below). An attacker that establishes a hold against you must be able to
carry your weight or you both fall. In the course of an aerial grapple, the combatant who must hold everyone's weight can
change from turn to turn. The last creature to establish a hold must be able to keep everyone involved in the grapple aloft or
everyone falls.
Grappling a Foe Two or More Sizes Smaller
If you establish a hold against an airborne creature, your foe stalls if it has a minimum forward speed. You can simply hold up
the creature if it is two or more size categories smaller than you (provided that the foe's weight, plus the weight of any gear
you carry, does not exceed your light load). Your flying movement remains unhindered while you hold your foe. Each round,
you can perform a move action and also use a standard action to conduct the grapple against the foe.
Grappling a Foe Not Two or More Sizes Smaller
You can try to fly and hold a foe that is your size, one size category smaller, or one size category bigger than you. To do so,
you must make a successful opposed grapple check against every foe involved in the grapple. The grapple check requires a
standard action, but the movement is part of that standard action. The attacking flyer inflicts no grappling damage with a
success. If the attacker fails, it cannot move and stalls even if it does not have a minimum forward speed, and it must release
everyone in its grasp.
Even with a successful check, all the foes you hold counts as part of your load (creatures can fly only of lightly loaded). If
you're overloaded, you must drop all foes or stall, even if you don't have a minimum forward speed. If you choose to hang
on, you stall and all foes in your grasp fall along with you. You cannot recover from the stall until you shed your excess load.
Dropping a Foe
If you release another flyer from your hold during your turn, it stalls if it has a minimum forward speed, otherwise, it resumes
normal flight. A nonflying creature that you drop freefalls. Any creature you drop can try to hang on, but see Just Hanging
On.
Escaping While Airborne
If you escape from a foe's grasp while airborne, you can fly away in normal flight if you have a flying speed. (You are
assumed to escape at a moment that's convenient for you.)
Taking -20
An attacker with the improved grab ability can opt to conduct a grapple with only part of its body. Doing so imposes a -20 on
the attacker's grapple checks, as noted in the Monster Manual. A flying grappler who takes the -20 penalty need not use a
standard action to continue moving, but it can just fly along holding onto the foe. Even so, the held opponent counts as part
of the load the attacker carries.
Because the attacker is not using an action to make a grapple check, it does not damage the creature it holds, establish a
pin, or accomplish any other effect that requires a successful grapple check. The foe still can attempt a grapple check of its
own during its own turn to escape.
Pin
While aloft you cannot pin a creature the same size as you or bigger than you.
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Just Hanging On
Some combatants might not appreciate being grappled and dropped, especially if that means plummeting to earth afterward.
If a dropped creature is at least two size categories smaller than the creature that dropped it, it can make a DC 20 climb
check to avoid falling. If the Climb check succeeds, the dropped creature holds on somehow, and neither the creature that
made the successful Climb check nor the creature to which it clings are considered grappled. The clinging creature, however,
must hold on with at least one hand; it cannot use a shield, and loses its Dexterity bonus (if any) to Armor Class. If damaged
while clinging, the creature must make a Climb check (DC 20) or fall.
If the larger creature moves during its action, the clinging creature moves along with it. The larger can throw off the clinging
creature with a grapple (a standard action) opposed by the clinging creature's Climb check.
Overrun
A flying creature can plow past or over an opponent using an overrun attack.
Avoiding the Overrun
A flyer can avoid an aerial overrun just as a landbound creature can. If the creature has a minimum forward speed, it must
make a Reflex save (DC 15) to avoid stalling after the sudden maneuver. If the defender decides to avoid, you can move
through its space whether it stalls or not.
Blocking the Overrun
If the opponent decides to block, make opposed Strength checks or opposed Dexterity checks (each creature involved
chooses which to use).Bonuses and penalties for size are the same as a normal overrun no matter which kinds of checks the
opponent's use. In addition, each creature gets a bonus based on its maneuverability rating, as follows: perfect +12, good
+8, average +4, poor +0, clumsy -4.
Stability bonuses do not apply in aerial overruns.
Overrun Results
An aerial overrun generally has the same results as a regular overrun, except that a creature knocked prone stalls instead
(even if it doesn't have a minimum forward speed). If an overrunning attacker wins the opposed check, it can inflict unarmed
strike damage on the defender instead of making the defender stall. A creature with natural weaponry uses the damage
rating of one of its primary attacks as the unarmed strike damage.
Trip
Most creature using wings or other appendages to fly can be tripped. Incorporeal creatures with perfect maneuverability, and
creatures that don't rely on their limbs to fly cannot be tripped when in flight.
Resolving the Trip Attempt
The attacker makes a Strength check. The defender can oppose the attempt with a Strength check or a Dexterity check. Each
creature gets a bonus based on its maneuverability rating, as follows: perfect +12, good maneuverability +8, average +4,
poor +0, clumsy -4.
Stability bonuses do not apply in aerial overruns.
Trip Results
A successful trip forces the defender to stall (even if the tripped creature doesn't have a minimum forward speed) rather than
knocking the defender prone.
Movement Miscellany
Impassible Squares
A battlefield may contain some squares you cannot enter, such as solid walls (if you're corporeal). Sometimes it's possible to
maneuver your way through an impassible square after all.
Corners
Corners, such as where two walls meet at a right angle, block movement. You cannot move diagonally past them, though you
can trace line of effects for attacks past them. When you attack past a corner, you foe has cover. Most squares that contain
foes are impassible to you, but you can move diagonally past them and your target doesn't get cover if you attack along that
diagonal. This is because creatures don't completely fill all the space they occupy on the battlefield.
Big and Little Creatures
Fine, Diminutive, and Tiny creatures can freely enter squares that other creatures occupy, even foes (though entering a foe's
space provokes an attack of opportunity from that foe). Likewise, a creature can enter another creature's space if it is three
size categories smaller or three size categories bigger than the other creature.
Ending Your Movement
When you stop moving, you must be in a space that can hold you. Sometimes, it's possible to move through a space where
you cannot stop. For example, you can move through an ally's space, but you can't stop there. If you ever accidentally end
your move in a space where you cannot stop, you go back to the last space along your movement route that can hold you.
Returning to that space doesn't count as part of your movement.
If you're small enough (or big enough) to freely enter another creature's space, you also can end your movement in that
space.
Squeezing
A creature can squeeze through or into a space that is at least half as wide as its space. Movement while squeezing is
hampered, and the squeezing creature suffers a -4 penalty on attack rolls and a -4 penalty to Armor Class.
Using the Escape Artist skill, a creature can squeeze into or through a space that's wide enough to admit its head (as a rule of
thumb, that's a space a quarter as wide as the creature's face). The squeezing creature can't attack while using Escape Artist
to squeeze through or into a narrow space. It takes a -4 penalty to AC, and it loses any Dexterity bonus to Armor Class.
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A squeezing creature fills the whole space into which it has squeezed. Smaller creatures cannot pass through the squeezing
creature's space. Fine, Diminutive, and Tiny creatures have no natural reach and must enter an opponent's space to attack,
technically, that's impossible but here's an unofficial rule to cover the situation: Such creatures can attacker bigger creatures
when they're squeezing. The smaller creature enters the squeezing creature's space just long enough to attack. To do so, the
smaller creature must be able to fit into the squeezing creature's space without squeezing itself, and the smaller creature
provokes an attack of opportunity when it enters the bigger creature's space (unless it cannot attack because it's using the
Escape Artist skill). After the smaller creature's attack (or attacks if it uses the full attack action), it must return to the space
it left to make the attack, as noted above.
Formerly Helpless Creatures
It's possible for any creature, friend or foe, to end its movement in a space that contains a helpless creature. Unfortunately,
it's also possible for the helpless creature to resume functioning while another creature shares its space. Here are some
unofficial suggestions for dealing with the situation.
The formerly helpless creature must remain prone in its space until its turn. If another creature still shares its space when the
formerly helpless creature's turn comes, the formerly helpless creature must either exit the space, force the other creature
out, or contest the space.
To exit the space, the formerly helpless creature must either crawl into an adjacent space that can hold it, or it must stand up
and move to an adjacent space that can hold it. Crawling out of the space provokes attacks of opportunity from foes that
threaten the space the creature leaves and from foes that threaten the space the creature crawls into (though the creature
can tumble as noted in above).
If the creature stands up, it provokes attacks of opportunity from foes that threaten the space where it stands up. It also
must use either a move action or a 5-foot step to get into an adjacent space. If it uses a move action, it provokes attacks of
opportunity from foes that threaten the space it left.
To force the other creature out of the shared space, the formerly helpless creature makes a bull rush attack against the
creature sharing the space. This works just like a normal bull rush, except that if it fails the opposed check to resolve the bull
rush, it remains, prone, in the shared space.
To contest the space, the formerly helpless creature can make a grapple attack on the creature that shares the space. If the
formerly helpless creature fails to establish a hold, it remains, prone, in the shared space. If it establishes a hold, it can
remain in the shared space and continue to grapple just as it would with any other grapple attempt. (Remember that to
maintain a grappling hold an attacker must enter the foe's space.)
If the formerly helpless creature is small enough (or big enough) to end its movement in the shared space (see above), it can
simply remain in the shared space. If it decides to stand up, it provokes attacks of opportunity as normal for standing up.
Spells, Conditions, and Movement
Conditions
The following conditions affect speed and movement, either directly or indirectly. This section deals only with each condition's
affect on movement; there may be other effects, as noted in the Glossary section of the Dungeon Master's Guide (pages 300301).
Ability Damage or Ability Drain
Any creature with an ability score reduced to 0 is either dead (0 Constitution), unconscious, (0 Intelligence, Wisdom, or
Charisma), or helpless (0 Strength). Any of these could cramp your style. In addition, loss of Strength reduces a creature's
ability to carry a load, which can affect the creature's encumbrance (see above).
Blinded
You're reduced to half speed (see above) when you're blinded unless you've got some other ability that makes up for your
lack of sight, such as the blind sense or blindsight ability.
If you have the Blind-Fight feat, you move at three-quarters speed. This is a kind of hampered movement (and you suffer all
the consequences for hampered movement as noted above), but it's easiest to handle this as a reduction in your speed.
Multiply your usual speed by 0.75, and round the result down to a nearest multiple of 5 feet. For example, if your speed is
30, your speed when blinded is 20 feet (30 ´ 0.75 = 22.5, round down to 20).
You are effectively blinded whenever visibility is reduced to nothing for you, such as when you don't have darkvision and
you're in total darkness.
Blown Away
If you're blown away, you're moving, but that movement doesn't count against your movement for the current turn (if you're
blown away during your own turn) or against your movement on your next turn (if you're blown away during someone else's
turn). If being blown away moves you out of a threatened square, you provoke attacks of opportunity from any foes that
threaten the square.
If you're on the ground when you're blown away, you're knocked prone while you're being blown, and you finish your
involuntary movement prone (see the notes on the prone condition).
Checked
When you're checked, you can't move in the direction of the force that's checking you. You can move at right angles to the
force that's checking you, and you can move along with the force, but you don't get an increase in speed.
If you're flying, a wind affect that checks you blows you along. This is like being blown away, except that you're not prone.
Cowering
When you're cowering, you can't take any actions, including move actions, and you also cannot take a 5-foot step.
Dazed
As with cowering, you cannot take any actions, including move actions, and you also cannot take a 5-foot step.
Disabled
A disabled creature can take only a single move action or single standard action and moves at half speed (see above) if it
moves. Any strenuous activity damages the creature. Taking a single move action (at half speed) doesn't cause injury, but a
standard action does, and that includes any standard action that involves moving, such as charging or withdrawing.
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Entangled
Some forms of entanglement prevent movement completely, and some merely hamper movement (see above). Check the
entangling effect's description to determine if movement is possible at all. An effect can sometimes completely prevents
movement and sometimes merely hamper movement; for example, you're entangled and cannot move at all if you fail your
saving throw against an entangle spell. You can, however, rip free with a Strength check and move at half speed.
When you're entangled and unable to move, you usually can use move actions that don't actually cause you to move (see
Movement and Move Actions above). The DM, however, should feel free to prohibit such actions when common sense
suggests that they aren't possible. For example, when a character is trapped in an entangle effect, you can reasonably
assume the character can do something such as draw a weapon or dig out a stored item if the character is standing up and
wrapped in vegetation that is waist-high or lower. A character entangled while plowing through a thicket with brush taller
than his head or entangled while prone might be unable to use any move actions at all.
Exhausted
You move at half speed when you're exhausted.
Fatigued
You cannot run or charge when fatigued, but your movement isn't otherwise affected.
Frightened
When you're frightened, you must flee from the source of your fright as best you can. Your speed isn't affected for good or
for ill, but you're obliged to move away as fast as you can. Though the rules don't specifically require it, you should always
move along a path that takes you farther way from the source of your fright, never closer. (However, if you can see a clear
path that briefly moves you closer to what frightened you before leading you away again, you can use that if no other path is
available.)
Grappling
You can't move while grappling unless you first succeed with a grapple check and you're strong enough to drag your
opponent (or opponents) along with you. Moving while grappling requires a standard action from you. If your grapple check
succeeds, you can move at half speed as part of the standard action you used to move. Since you're spending a standard
action to move while grappling, you can move only once.
The forgoing should not be confused with escaping from a grapple. If you break free from a grapple, you're no longer
grappling. It takes a standard action to get loose, but, once you do, you can then use a move action move away (or do
anything else you can do as a move action), with no impediment to your movement. Remember that your foe probably isn't
grappling anymore, either, so if your foe is armed, you'll provoke an attack of opportunity from that foe as you move away.
Helpless
When you're helpless, you can't take any actions, including move actions, and you cannot take a 5-foot step.
Incorporeal
Incorporeal creatures usually can ignore most impediments to movement.
Knocked Down
If you're knocked down while on the ground, you fall prone (see the section on the prone condition). Flying creatures usually
are blown back when knocked down, which is just like being blown away except that you are not knocked prone.
Nauseated
When you're nauseated, you can do nothing except take a single move action each turn. Your movement isn't otherwise
hampered or restricted.
Panicked
A panicked creature's movement is affected in more or less the same way as a frightened creature's is, except that its path is
random. The rules don't define random movement in this case. In practice, it's easiest to assume that a panicked creature
moves away from the source of its fright along the most direct available route. When the creature encounters some obstacle,
randomly determine which way it turns, but avoid having the creature move back toward the source of its fright if possible.
Paralyzed
Paralyzed creatures can take only purely mental actions. In most cases, that prevents the character from using most move,
standard, or full-round actions. If the paralyzed creature has some form of movement that doesn't require it to move its body
(such as a fly spell), it can use a move action to move, but it cannot take other sorts of move actions, such as drawing
weapons.
Most spell-like abilities are purely mental. A supernatural ability that does not require the creature to move its body or expel
something from its body might be available. Breath weapons aren't available to paralyzed creatures. Most energy draining
attacks require the creature to touch a foe and are difficult, if not impossible, to use while paralyzed. Gaze attacks remain
potent when a creature is paralyzed, but a paralyzed creature cannot actively use its gaze against specific foes (see the gaze
attack description in the Monster Manual glossary).
Pinned
When you're pinned, you're held in one place and you cannot move from there. You also cannot take any move action, or any
full-round or standard action except attempting to break the pin (see the section on grappling in Chapter 8 of the Player's
Handbook).
Prone
When you're prone, you're lying on the ground. As noted bove, you can crawl 5 feet while prone as a move action, or you can
use a move action to stand up (either of these provokes an attack of opportunity from foes that threaten you). You also can
tumble 5 feet without provoking an attack of opportunity (see above).
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Staggered
When you're staggered, you can take only a single move action or a single standard action each turn. Your movement isn't
otherwise hampered or restricted.
Turned
For 10 rounds, turned creatures must move away by the best and fastest means available to them from whatever turned
them. See the notes on the frightened condition for information on handling movement by turned creatures.
Spells
More than one hundred of the spells found in the Player's Handbook have some affect on movement, which is far too many to
examine in detail here. Instead, we'll examine the kinds of ways spells affect movement.
Aerial Spells
Spells such as levitate, fly, and air walk allow a creature to leave the ground and move through the air.
Spells such as fly and overland flight actually grant the subject a fly speed for a time, and creatures using the spells are
subject to all the rules on flight discussed above. Other spells don't actually impart flying speeds, but they still allow
movement through the air in some fashion.
The air walk spell doesn't allow true flight, but it does enable the subject to literally walk on air. An air walker's movement is
hampered if the character walks up or down through the air. The air walker's movement isn't hampered if the air walker gains
or loses only 5 feet of altitude.
Winds can move an air walker around. If a powerful wind strikes an air walker, treat the subject as a flying creature when
applying effects from Table 3-24 in the Dungeon Master's Guide. Even when the subject is too big to suffer any ill effects from
a wind, a wind of strong or greater power will shift the subject. At the end of the creature's turn, it moves 5 feet for every
five miles per hour of wind speed, provided that the air walker doesn't have anything to brace against or hold onto. This
movement can provoke attacks of opportunity. If the wind is powerful enough to check, knock down, or blow away the
subject, the movement from those effects doesn't stack with this effect, but you still apply any damage or other
consequences from the wind effect. For example if a Small creature is struck by a blast of air moving 55 miles an hour, it will
move 55 feet at the end of its turn. A 55-mile-an-hour wind, however, also is sufficient to blow away a Small flyer if it fails a
Fortitude save. If the save fails, the air walker is blown 1d4x10 feet. Assuming the die roll indicates 30 feet of movement, the
example creature still moves only 55 feet, but also takes 3d4 points of nonlethal damage from the blown away effect.
The levitate spell allows you to mentally direct the subject (which can be yourself) to move up or down as much as 20 feet
each round; this is something you can do while paralyzed.
Moving a subject up or down is a move action for you. The spell doesn't allow horizontal movement, but if the subject has
some surface to push off, he or she can move along that surface at half speed. Although the spell description doesn't mention
it, it is reasonable to have winds affect a levitating subject exactly as they affect an air walker. You can use these rules for
other creatures that are floating through the air as well, such as creatures using feather fall effects, or creatures floating
downward after a fly or air walk spell has ended.
Barrier Spells
Barrier spells create physical or magical barriers that block or impede movement, or that inflict some effect when something
moves through them.
When a spell creates a tangible barrier, creatures must move around it, climb over it, or break through it. When it's possible
to break through a barrier spell, the spell description gives the barrier's hardness and hit points, or the spell description
describes some other way to break through (wall of thorns is an example of the latter kind). Most magically created barriers
are too smooth to climb if they're vertical. A wall of thorns spell isn't too smooth to climb. You can assume it has a Climb DC
of 20, and that anyone climbing it takes damage from it as though passing through it.
Some barrier spells, such as wall of fire and blade barrier deal damage to things that pass through them, but they do not
otherwise block movement unless their descriptions say they do. Most such spells can be aimed so that they appear in the
same location as a creature. If so, the creature takes damage as though it passed through the barrier. Usually a creature that
has a barrier dropped right on it in this manner can attempt a Reflex save to avoid damage. If this save succeeds, the
creature avoids the barrier and ends up on the side of its choice (this occurs at the time the barrier occurs and doesn't count
against the creature's movement during its next turn).
The wall of ice spell is a barrier that you can smash through, but you also take damage when passing through it. If a wall of
ice effect is aimed so that it appears in a creature's space, a successful Reflex save from the creature keeps the wall from
forming.
Entangling Spells
Several spells bind up their subjects so as to interfere with movement or prevent it altogether. Most of these spells simply
entangle their subjects; see the section on the entangled condition for details.
A rope that has received an animate rope spell can entangle a creature and hamper its movement, but it won't render the
creature unable to take move actions. If you tie an animated rope to something, the rope can hold an entangled creature in
place, keeping it from moving from the spot (or from moving farther than the rope's length allows, depending on where and
how you tie the rope).
The entangle spell causes everyone in its area to become entangled (whether those creatures are in the area when the spell
is cast or if they enter the area later). The spell holds creatures in place if they fail their saves against the spell. It takes a
full-round action and a Strength check (DC 20) to get moving again once stuck in place. If you fail your Strength check, you
use up a full-round action making the attempt. If you succeed, you can move once at half speed as part of the full-round
action you used to get free. Even though you're mobile, you're still entangled while inside the spell's area.
The web spell has an entangling effect that is similar to the entangle spell, except that movement is even more restricted
inside the spell's area. If you are not stuck in place inside the spell's area, it takes a full-round action to move at all, and you
must make a Strength or Escape Artist check. You move 5 feet for each full 5 points by which the check result exceeds 10.
Grappling Spells
Some spells can reach out and grab you just as a creature can. These spells include Evard's black tentacles and several of the
Bigby's hand spells. Such spells make grapple attacks as creatures of a size listed in the spell's description, except that they
don't provoke attacks of opportunity when they grab creatures. A number of spells in this category entangle creatures they
aren't grappling (Evard's black tentacles, for example); if this is the case, the spell's description will say so.
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Spells that Impede or Hamper Movement
Many spells create conditions that slow down movement. Solid fog is one example. A cloud of solid fog is so thick and cloying
that any creature moving through it is reduced to a speed of 5 feet. This is just like hampered movement (see above), except
that the creature's speed is reduced to 5 feet. The creature cannot run, charge, or take a 5-foot step, but it usually can move
twice during its turn, covering 5 feet each time. If a creature moving through solid fog encounters anything else that reduces
its movement (such as difficult terrain), it is reduced to using a full-round action to move 5 feet (see above).
Acid fog affects movement in the same manner as solid fog. Plant growth has a similar effect if the caster chooses the
overgrowth option.
Other spells create less dramatic effects. The grease spell creates slippery conditions in which it is impossible to move without
a Balance check (DC 10). Even with a successful check, movement is hampered. With a failed check, you can't move at all.
Whether you try to move or not, however, you must make a Reflex save to avoid falling down. You attempt the save the
moment you find yourself in the spell's area or at the beginning of your turn if you begin your turn in the area.
Sleet storm hampers movement just as a grease spell does, though there is no Reflex save required (it also blocks vision).
Speed-Enhancing Spells
Several spells, such as haste and expeditious retreat, increase the subject's speed ratings. Apply all speed increases before
adjusting the subject's speed for encumbrance.
The spider climb spell grants a climb speed of 20, and it also allows the recipient to climb walls and ceilings without making
Climb checks at all. The recipient otherwise functions just like a creature with a Climb speed (see above).
Shape-Altering Spells
Spells that allow you to assume a new form, such as alter self, polymorph, and shape change, usually also give you whatever
natural speed ratings your assumed form has. For example, if you polymorph into an eagle, you can fly as an eagle does
(flying speed 80 feet with average maneuverability).
Spells that give the subject a gaseous form, such as gaseous form and wind walk, generally allow flight and the ability to pass
through small openings or cracks. As a rule of thumb, a gaseous creature can pass through an opening as small as an inch
square without difficulty. Smaller openings count as obstacles for gaseous creatures and passing through them costs 10 feet
of movement. Creatures in gaseous form cannot enter water or other liquids.
Teleportation Spells
These spells instantly transport the subject from one place to another. This movement takes no time (but the action used to
trigger the effect usually is at least a standard action). This movement also does not count against your movement for the
turn; if you've used a teleport spell, you have not "moved" for purposes of taking a 5-foot step. However, some teleportation
spells, such as dimension door, leave you unable to act after you've them. When you use a dimension door spell, you cannot
take a 5-foot step or take any kind of action.
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Reading spell descriptions
Foreword
Players and DMs often find it remarkably difficult to agree on exactly how particular spells function in the game. In the heat of
battle, exactly what a spell can do, how and where it can be cast, and even whether a saving throw is allowed can prove
dreadfully tricky to pin down. What seemed clear enough when casually reading the rulebooks in quiet solitude can seem
maddenly vague when a valued player character's life hangs in the balance or when a particularly loathsome villain is about
to go down to a well-deserved defeat.
When you're having difficulty figuring out a spell, just relax and consider what the spell's description actually says. This article
presents a method for doing that.
Some Key Terms
Here are a few terms used in both the game and this article to describe spells and their effects:
Aim or Aiming
The act of choosing exactly where a spell (or other magical effect) will emerge or take effect. If the spell has a target entry,
you aim the spell when you choose the target. If the spell has an effect entry, you aim the spell when you decide where the
effect will appear. If the spell has an area entry you aim the spell when you choose the spell's point of origin or the location
that the area will cover.
Caster Level
Your level in the class that gives you access to the particular spell you're casting. In some cases, your caster level is less than
your class level; if so, this is noted in the class description. For example, a paladin's caster level is one-half his paladin level.
(A paladin of 3rd level or lower has no caster level at all.)
If you're multiclassed, you could have different caster levels for the spells you have by virtue of your various classes. For
example, a 4th-level paladin/5th-level sorcerer has a caster level of 2 for paladin spells and a caster level of 5 for sorcerer
spells. If you've taken a prestige class, your levels in that class might stack with levels in another class to determine your
caster level, or they might not depending on the prestige class. Otherwise, your levels in your various spellcasting classes
usually don't stack for purposes of determining your caster level.
Line of Sight
An unobstructed, straight line between two locations such that a creature at one location can see whatever is at the other. In
most cases, you need line of sight to whatever or wherever you aim a spell. See the glossary entry on Page 310 of the
Player's Handbook for information on tracing line of sight.
Line of Effect
A straight, unblocked line between two locations on the battlefield. Line of effect is just like line of sight, except that
restrictions on vision don't apply.
On the other hand, some things that you can see through can block line of effect, such as a wall of force or an antimagic field.
Though the rules don't specifically say so, you always have line of effect to yourself.
In general, it takes a solid object to block line of effect (but immaterial things, such as antimagic fields can, too, as noted
above). A solid object with a hole it at least 1 foot square doesn't block line of effect.
Creatures usually do not block line of effect, except for very odd creatures, such as gelatinous cubes, that can completely fill
a space.
In a few cases, line of effect can turn corners (see below).
Point of Origin
The point in space from which a spell's effects burst, emanate, or spread. A spell's area cannot extend to any location if line
of effect from the spell's point of origin is blocked (but see below).
Recipient
This is not a game term, but it is used in this article to indicate the creature, object, area, or point in space where a spell's
effects are felt. If a spell is aimed at a specific creature, for example, that creature is the recipient. A spell that covers an
area might have several recipients.
Anatomy of a Spell Description
A basic spell description comes in two parts. The first part is a single column of information roughly 10 lines long (sometimes
a little more, sometimes a lot less) that begins with the spell's name. This is what we'll call the "header" in this article. The
header is packed with information about the spell, provided that you know how to read it. It's helpful to think of a spell's
header as its game statistics, much like the statistics block at the beginning of a monster's entry.
The second part of a spell description consists of one or more paragraphs of text that explain what the spell is all about and
also adds certain details that aren't fully explained in the header.
The Spell Header
The header contains most of the vital statistics for the spell. The information presented in the header is the foundation of the
spell, and it takes precedence over anything you find in the explanatory text below it. If you find (or think you've found)
something in the text that contradicts the header, use the information in the header.
All spell headers are arranged in the same general manner, and the elements in a spell header are explained in great detail in
Chapter 10 in the Player's Handbook, pages172-177. That's a great deal of material, so here's an overview, line by line.
Spell Name
This first entry in the header shows the name by which the spell is generally known. You may encounter the spell under a
different name, but this is rare unless your DM has decided to rename spells to add some flavor to the campaign.
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Spell School
Magic in the D&D game is divided into eight schools of magic, and the second entry in the header shows the school. Pages
172-174 in the Player's Handbook discuss spell schools. A spell's school usually doesn't affect play much, though if you
encounter a magical effect when it's operating, you can use a detect magic effect (and a Spellcraft skill check) to determine
the school of magic involved. That, in turn, may allow you to surmise what the magic is doing, at least in broad terms. The
Spell Focus feat also depends on a spell school, as does the wizard's school specialization option.
Subschool
Sometimes a second entry in a spell header contains a parenthetical entry that shows a spell's subschool. A subschool
represents a portion of the school that works in a certain way. A spell's subschool often indicates how the spell functions in
play, so it's worth paying attention to a subschool entry when you see it. Referring to the notes on subschools on pages 172174 of the Player's Handbook often can settle questions about how a spell works. Here's a quick overview of schools and
subschools. This overview covers only the highlights.
Abjuration
Protective spells that block or banish things or that negate other magic. This school has no subschools.
Conjuration
Spells that bring other things into being, move things around, or provide healing.
As a general rule, when you conjure something, you cannot make it appear in thin air or inside another object or creature.
This means you cannot aim the spell so that what you conjure falls and crushes or damages what's below it.
This school has five subschools:
Calling
These spells bring creatures from some place in the campaign to the caster or to the place where the caster aims the spell.
By definition, a calling spell has an instantaneous duration, and that means it cannot be dispelled (though some abjurations
might banish the called creature back where it came). In general, any effects that a called creature produces remain behind
and function for their usual duration even after the spell ends or the called creature leaves, or both. A calling is a two-way
trip; the creature called has a one-time ability to return from whence it came.
Creation
These spells make things on the spot. Only creation spells with durations longer than instantaneous can be dispelled.
Healing
These spells restore lost hit points to the living or cure other afflictions.
Summoning
Summonings are similar to calling spells. A summoning can bring either creatures or objects, depending on the spell. Unlike a
calling, a summoning usually has a short duration and can be dispelled. A summoned creature cannot use any summoning
abilities of its own while the summoning lasts, and it cannot use any spell that has an XP component. It also cannot use any
spell-like ability that would have an XP component if it were a spell. When a summoning spell ends (because the spell's
duration expires, because the creature is killed, or because the spell has been dispelled), any magical effects that a
summoned creature has produced immediately expire. Like a calling, a summoning is a two-way trip for a creature.
Teleportation
These spells send the caster or a subject the caster designates from the caster's location (or place where the caster aims the
spell) to some other place of the caster's choosing. The trip usually is one-way and it's instantaneous, so it cannot be
dispelled. A teleportation spell involves travel trough the Astral Plane. If access to the Astral Plane is blocked, teleportation
spells don't work.
Divination
Spells that provide some kind of information. Divination has one subschool (but not all divinations are part of that subschool).
Scrying: A scrying spell places a magical sensor in some location of the caster's choosing. Although the descriptive text for
this subschool doesn't mention it, you usually do not need line of effect to a location to aim a sensor or to receive information
from it after you cast the spell.
The sensor from a scrying spell usually has the same sensory capabilities that the caster has, though the spell's description
may limit those; for example, the clairaudience/clairvoyance spell allows either sight or hearing (caster's choice). When a
scrying spell allows the use of a particular sense, the sensor has at least as much sensory ability as the caster has. If the
caster has an ability such as darkvision (whether from a special quality or a spell), the sensor has it, too. Effects that
emanate from the caster (such as the detect magic spell) don't extend through the sensor, however. The sensor also acts as
a separate sensory organ for the caster, and the spell works as described even when the caster has some impairment such as
blindness or deafness; for example, if you're blinded, you can still "see" with a clairaudience/clairvoyance spell. In such
cases, the spell's sensory ability is equal to the human norm unless the spell's descriptive text specifies a greater ability.
Enchantment
Fantasy literature often uses the term "enchantment" as a catchall for any magical effect. In the D&D game, however,
enchantment spells affect the mind, and spells from this school always have the mind-affecting descriptor (see below).
Objects, constructs, undead, plants, and mindless creatures in the D&D game can never be enchanted, either because they
have no minds to affect or because they are immune to mind-affecting things. The enchantment school has two subschools.
Charm
These spells make their recipients think well of the caster. A charm makes a subject friendly, but it doesn't allow the caster to
control the subject like a marionette.
Compulsion
These spells force the subject to take a certain action or act in a certain general way. Many compulsions specify the kind of
action the subject must take. The animal trance spell, for example, makes animals and magical beasts do nothing but watch
the caster. Other compulsions allow the caster to specify some action or activity, but nothing more (suggestion, for example).
The most powerful compulsions turn the subject into an automaton, or nearly so (the various dominate spells, for example).
Evocation
Spells that manipulate energy (or sometimes matter) usually to produce a destructive effect. There are no subschools.
Illusion
Spells that deceive the senses or the mind. There are five subschools.
Figment
Spells that create false sensations. A figment cannot make something seem to be something else. Most figments cannot
duplicate intelligible speech; when they can the spell description will specifically say so.
A figment is unreal and cannot produce real effects; it can't deal damage, support weight, provide nutrition, or act as a
barrier (except to sight if the figment is visible, as most are). If you create the image of a creature with a figment spell, you
usually can make it move around, but only within the spell's area, which usually isn't mobile.
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Glamer
Spells that make the recipient look, feel, taste, smell, or sound like something else, or even seem to disappear. Beware of
attempts to use figments as glamers and vice versa. For example, you can use a figment to create an apple tree, but you
can't use a figment to make your buddy look like an apple tree.
Pattern
A visible magical image, something like a figment, except that the image has some affect on viewers' minds. All patterns
have the mind-affecting descriptor. Patterns have no effects on creatures that cannot see.
Phantasm
Spells that create mental images. Usually, only the caster and the spell's recipient (or recipients) can perceive the image. All
phantasms have the mind-affecting descriptor.
Shadow
A spell that creates something that is partially real, but made mostly from extradimensional energies the caster brings
together with the spell. Shadows are similar to figments, but they can have real effects because they're partially real
themselves.
Necromancy
Spells that involve life force, unlife, or death. There are no subschools.
Transmutation
Spells that change the properties of some creature, thing, or condition fall into the school of transmutation. There are no
subschools.
Spell Descriptors
Sometimes a second entry in a spell header contains information enclosed in brackets. This is the spell's descriptor. Some
spells have no descriptors, and some spells have several.
A descriptor is something like a subschool, except that spells from different schools can have the same descriptor or
descriptors. A spell's descriptor can have a big impact on play, but only because the descriptor helps determine how the spell
interacts with other spells or with a creature's special abilities. You won't find a long list of definitions for descriptors in the
game because they don't have much meaning by themselves. Here's a brief overview, however:
Acid
Acid is a type of energy in the D&D game, and most spells with this descriptor deal acid damage. As you'd expect, acid
immunity makes the spell's recipient immune to acid damage from the spell. Acid resistance reduces acid damage from the
spell.
Air
Air is one of the four basic elements in the D&D game. Air spells usually move air around or allow some kind of movement
through the air. The air descriptor doesn't have much impact on play; creatures of the air subtype, for example, don't have
immunity to air spells (though that wouldn't be a bad house rule). If your party goes plane hopping, you might find yourself
in a place where air spells are somehow enhanced or diminished, however.
Chaotic
Chaos is one of the four basic alignments in the D&D game. Chaotic spells are usually less effective (or ineffective) against
creatures with chaotic alignments or with the chaos subtype. They usually have enhanced effects against creatures with
lawful alignments or with the lawful subtype. If your party goes plane hopping, you might find yourself in a place where chaos
spells are somehow enhanced or diminished.
Sometimes a spell may have the chaotic descriptor and other times it may not. Many summoning spells, for example, gain
the chaotic descriptor if they're used to summon chaotic creatures.
A cleric cannot cast a spell with the chaotic descriptor if the cleric's alignment is lawful or if the cleric is dedicated to a lawful
deity.
Cold
Cold is a type of energy in the D&D game, and most spells with this descriptor deal cold damage. As you'd expect, cold
immunity makes the spell's recipient immune to cold damage from the spell. Cold resistance reduces cold damage from the
spell. Creatures with vulnerability to cold take 50% more cold damage than normal.
Darkness
These spells create areas of dim light that conceal things within the areas they cover. In general, darkness spells negate the
effects of light spells of equal or lower level and vice versa.
Death
Spells that produce instant death in living targets. Targets that aren't alive, such as undead and constructs, can't be affected
by death spells. Spells such as death ward provide protection against death spells.
Earth
Earth is one of the four basic elements in the D&D game. Earth spells usually move or manipulate dirt, stone and similar
materials, or allow some kind of movement through the earth. The earth descriptor doesn't have much impact on play;
creatures with the earth subtype, for example, don't have immunity to earth spells (though that wouldn't be a bad house
rule). If your party goes plane hopping, you might find yourself in a place where earth spells are somehow enhanced or
diminished, however.
Electricity
Electricity is a type of energy in the D&D game, and most spells with this descriptor deal electricity damage. As you'd expect,
electricity immunity makes the spell's recipient immune to electricity damage from the spell. Electricity resistance reduces
electricity damage from the spell.
Evil
Evil is one of the four basic alignments in the D&D game. Evil spells are usually less effective (or ineffective) against
creatures with evil alignments or with the evil subtype. They usually have enhanced effects against creatures with good
alignments or with the good subtype. If your party goes plane hopping, you might find yourself in a place where evil spells
are somehow enhanced or diminished.
Sometimes a spell may have the evil descriptor and other times it may not. Many summoning spells, for example, gain the
evil descriptor if they're used to summon evil creatures.
A cleric cannot cast a spell with the evil descriptor if the cleric's alignment is good or if the cleric is dedicated to a good deity.
Fear
These spells usually impose one of several conditions of fear on the recipient: shaken, frightened, or panicked. All spells with
the fear descriptor also have the mind-affecting descriptor.
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Fire
Fire is a type of energy in the D&D game, and it also is one of the four basic elements as well. Most spells with this descriptor
deal fire damage. As you'd expect, fire immunity makes the spell's recipient immune to fire damage from the spell. Fire
resistance reduces fire damage from the spell. Creatures with vulnerability to fire take 50% more fire damage than normal. If
your party goes plane hopping, you might find yourself in a place where fire spells are somehow enhanced or diminished.
Force
These spells produce or manipulate a kind of magical force whose exact nature isn't detailed anywhere in the rules. Force
effects that deal damage can harm incorporeal creatures without the usual miss chance. Force spells cast on the Material
Plane can be aimed at, and can harm, creatures on the Ethereal Plane. Force barriers block incorporeal, astral, and ethereal
creatures.
Good
Good is one of the four basic alignments in the D&D game. Good spells are usually less effective (or ineffective) against
creatures with good alignments or with the good subtype. They usually have enhanced effects against creatures with evil
alignments or with the evil subtype. If your party goes plane hopping, you might find yourself in a place where good spells
are somehow enhanced or diminished.
Sometimes a spell may have the good descriptor and other times it may not. Many summoning spells, for example, gain the
good descriptor if they're used to summon good creatures.
A cleric cannot cast a spell with the good descriptor if the cleric's alignment is evil or if the cleric is dedicated to an evil deity.
Language-Dependent
These spells don't function unless the caster speaks to the recipient in a language that the recipient understands. You can use
some magical means, such as the tongues spell, to provide the necessary means of communication.
Anything that keeps the recipient from comprehending the caster's speech foils the spell, such as a silence spell or the
recipient's deafness. Casters can use some means of nonverbal "speech" (such as a helm of telepathy) to overcome silence or
deafness.
Many language-dependent spells also are mind-affecting spells.
Lawful
Lawful is one of the four basic alignments in the D&D game. Lawful spells are usually less effective (or ineffective) against
creatures with lawful alignments or with the lawful subtype. They usually have enhanced effects against creatures with
chaotic alignments or with the chaotic subtype. If your party goes plane hopping, you might find yourself in a place where
lawful spells are somehow enhanced or diminished.
Sometimes a spell may have the lawful descriptor and other times it may not. Many summoning spells, for example, gain the
lawful descriptor if they're used to summon lawful creatures.
A cleric cannot cast a spell with the lawful descriptor if the cleric's alignment is chaotic or if the cleric is dedicated to a chaotic
deity.
Light
These spells create illumination. In general, light spells negate the effects of darkness spells of equal or lower level and vice
versa.
Mind-Affecting
These spells shape or interfere with the subject's thoughts, emotions, and perceptions. In the latter case, the subject's senses
aren't affected, but the subject's mental responses to her senses are changed.
Sonic
Sonic is a type of energy in the D&D game, and most spells with this descriptor deal sonic damage. As you'd expect, sonic
immunity makes the spell's recipient immune to sonic damage from the spell. Sonic resistance reduces sonic damage from
the spell.
The silence spell description says that the spell provides protection against sonic effects. For all practical purposes, this
means that a silence spell blocks line of effect for a sonic spell. The sonic spell's area cannot extend into the area that a
silence spell's emanation fills, and neither can a sonic spell be cast through a silence spell's emanation to affect something on
the other side.
Water
Water is one of the four basic elements in the D&D game. Water spells usually move or manipulate liquid water, ice or similar
materials, or allow some kind of movement through the water. The water descriptor doesn't have much impact on play;
creatures of the water subtype, for example, don't have immunity to water spells (though that wouldn't be a bad house rule).
If your party goes plane hopping, you might find yourself in a place where water spells are somehow enhanced or diminished,
however.
Level
The third entry in a spell header shows the spell's level, which rates the spell's power relative to other spells. A spell's level
can vary depending on who's casting the spell, if so, that is shown here. For example, dominate person is a 4th-level spell for
bard, but a 5th-level spell for a sorcerer or wizard.
When an interaction between two spells depends on the spell's levels, use whatever level the caster is using. For example,
globe of invulnerability excludes spell effects of 4th level or lower. The globe would exclude a dominate person spell from a
bard, but not from a sorcerer or wizard.
If you don't know the spell's level, you usually can figure it out. For example, spell-like abilities usually use a spell's
sorcerer/wizard spell levels (see page 315 in the Monster Manual, or Rules of the Game: All About Spell-like Abilities). If a
spell comes from a magical device, you can infer the spell level from the item's market price, as noted in Chapter 8 of the
Dungeon Master's Guide. Failing that, the methods you use for determining a spell-like ability's level also work for a magic
item.
Components
The fourth entry in a spell header shows the components that the spell requires. Most of the time, a spell's components do
not affect play very much. Occasionally, however, they can become critical. Here's an overview.
Verbal (V)
You must be able to speak in a strong voice to complete a verbal component. If you're gagged, you can't complete a verbal
component. If a foe grapples you and pins you, you cannot speak (and thus cannot complete a verbal component) unless
your foe allows you to speak.
Silence spells keep you from using verbal components.
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If you've been deafened, any spell you cast has a 20% failure chance if it has a verbal component. If you already have a
failure chance from armor or a shield, you must check each failure chance separately.
Somatic (S)
You must have at least one hand free to complete a somatic component. The rules don't go into any detail about when you
have a hand "free," but here are some general guidelines.
Your hand is free when you aren't carrying a weapon, a piece of equipment, or (usually) a shield. You can strap a buckler to
your arm and use your hand to wield a weapon (albeit at a penalty), so there's no reason you couldn't use your buckler hand
for a somatic component. The buckler might interfere a little bit, but that's what the arcane spell failure chance for the
buckler is for. You also can strap a light shield to your forearm and still carry items in that hand, but you can't use the hand
for anything else (such as wielding a weapon), so there's no good reason you should be able to use that hand to complete a
somatic component. Since manipulating a material component (including a focus) is part of casting the spell, it's best to
consider the hand that holds the material component or focus as "free" for purposes of completing a somatic component.
You cannot cast a spell with a somatic component if you're grappling (either when you're the attacker in the grapple or the
defender), when you're pinned, or when you're immobilized in some way (such as when you're tied up).
Material (M)
Although the rules don't mention it, common sense dictates that you must have a hand free to manipulate a material
component for a spell (see the notes on somatic components, above).
When you're grappling, you can try to cast a spell with a material component (but not with a somatic component) provided
you have the material component in your hand when you begin the spell. If you don't have the material component in hand,
you must first use a full-round action to get it. Since you used a full-round action to retrieve the component, you can't cast
the spell until your next turn. You can't cast a spell with a material component if you're pinned.
Most material components have a negligible cost and they're assumed to be part of your spell component pouch. If you lose
that pouch you're pretty much out of luck for casting spells with material components unless you can talk your DM into letting
you forage for them or shop for them separately.
Here's an unofficial rule for foraging: Make a Survival check (DC 10) in much the same manner you'd forage for supplies (see
the Survival skill description). On a successful check you find one component. If your check result exceeds 10, you find one
additional component for every 2 points your check result exceeds 10. If you have 5 or more ranks of Spellcraft or Knowledge
(arcana), you get a +2 bonus on the check (or +4 if you have 5 or more ranks in each skill). You can obtain spell components
of only negligible cost by foraging.
If you are in some locale where you can shop for spell components, you probably can buy a new spell component pouch. If
that's not possible, you can shop for components using the same method described above, but a Gather Information check
makes more sense than a Survival check.
Some material components are valuable enough to have a cost listed in the spell description. Such material components are
never included in a spell component pouch, and you must buy them separately (though there is no reason why you could not
store them in a spell component pouch after you've bought them).
No matter what a material component costs, you use it up when you cast a spell with it. The component is expended even if
the spell fails for some reason (such as being disrupted while casting, missing a spell failure chance, or whatever).
A spell component pouch effectively has an unlimited supply of material components for your own spells (but only material
components with negligible cost). In effect, you are assumed to refill your pouch just by poking around in your spare time.
When you use a material component that has a cash value, you'll need to buy a replacement before you can cast the spell
again.
Although it's not mentioned in the rules, two or more spellcasters can share a spell component pouch. As an unofficial rule of
thumb, you can assume that a character's pouch holds enough of any particular material component each day to cast that
spell twice as many times as the caster can cast spells of that level. For example, a 1st-level wizard with an Intelligence score
of 15 has a pouch that contains enough material components to cast any particular 1st-level spell four times a day. If the
character shares his spell component pouch, he could easily run out of components for the day. Keep in mind that this is an
off-the-cuff rule to cover a fairly unlikely situation. It's not intended as a way for stingy PCs to wiggle out of paying a measly
5 gp for a spell component pouch. DMs should free to adjust it as necessary to suit their campaigns.
Focus (F)
For all intents and purposes, a focus is merely a material component that isn't consumed when you cast the spell. Everything
in the section on material components also applies to focuses (except the part about them being consumed), with the
following exceptions:
If you're forced to forage for a focus with a negligible cost, the DC to find one is 15, and you can locate an additional focus
with a negligible cost for every 5 points by which your check exceeds 15.
A spell component pouch typically contains one focus with a negligible cost for each spell that you know that also requires
such a focus.
Divine Focus (DF)
This is simply a focus that has some spiritual significance for you. Usually it's your holy symbol. Divine focuses aren't included
in spell component pouches.
In some cases, the arcane version of a spell will have a material component or a focus and the divine version will have a
divine focus. In that case, the two differing components are listed and separated by a slash; for example M/DF. See page 173
in the Player's Handbook for details.
XP Cost (XP)
When you cast a spell with an XP cost, you pay that cost when you cast the spell, even if the spell fails for some reason, and
your experience total is immediately reduced. According to the rules, you can never spend so much experience that you lose
a level -- though you can delay gaining a level and instead keep your experience points available for spellcasting (or item
creation). If you do so, you always can change your mind. That is, you can gain a new level any time you have enough
experience to do so, even after delaying awhile. For example, suppose you're a 9th-level cleric, which gives you access to the
commune spell, which has an XP cost of 100 XP. Your current XP total is 45,052. You have enough experience to become a
10th-level character, but if you do you won't be able to cast your commune spell because doing so would reduce your
experience total to 44,952 and you'd drop back to 9th level. You can choose to delay becoming a 10th-level character until
your experience total is 45,100 gp or more. Once you pass that milestone, you can add a character level. Once you make the
decision to add the level, however, you're bound to the rule preventing you from spending so much XP that you lose a level.
Casting Time
The fifth entry in a spell header shows the spell's casting time, as follows:
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1 standard action
This is the most common casting time and it means exactly what it says. You use a standard action (specifically the cast a
spell action) to cast the spell. The spell takes effect during your turn, when you complete the action.
1 round
Spells with casting times this long aren't completed in the same round they're cast. You must use a full-round action to cast
the spell, but the spell does not take affect until just before your turn on the following round. Remember that this is not the
same as casting a spell as a full-round action (as bards and sorcerers must do when casting spells altered with metamagic).
Casting a full-round action spell works the same way as any full-round action -- you cast the spell and it takes effect during
your turn in the current turn. A 1-round spell takes longer, as explained above,
2 rounds or more
These spells work pretty much like spells with 1-round casting times, except that you use a full-round action during each
round of the casting time. The spell takes effect just before your turn on the round following the last full-round action you
used to cast the spell.
1 free action
A fairly rare casting time. When you cast a spell with a casting time this short, you still can use a standard or full-round
action during your turn to cast another spell,. You cannot, however, cast another spell with a casting time of 1 free action.
Casting a spell as a free action doesn't provoke an attack of opportunity. Normally, you can use a free action only during your
own turn, but some spells with casting times of 1 free action can be cast anytime (feather fall, for example). In this case,
casting the spell during someone else's turn doesn't count as the one spell you can cast as a free action during your next
turn.
Range
The next entry in a spell header is the range, which is literally the maximum possible distance there can be between you and
any recipient of the spell. You won't have too many opportunities to cast spells at their maximum possible ranges, but if you
should do so, an odd thing might occur. None of the spell's effects can extend beyond the spell's range. For example, if you
aim a fireball, which normally fills a 20-foot radius, so that its point of origin lies exactly at the spell's maximum range, you'll
lose about half the spell's usual effect, because the blast cannot spread beyond the spell's maximum range.
This rule might seem a little weird, but it has the virtue of making it very easy to decide if any particular recipient can be
affected by your spell -- if the distance between you and the recipient is greater than the spell's range, the spell simply
cannot reach that recipient.
When Range Doesn't Apply
When a spell takes effect on a creature or object, the spell keeps working on that creature or object even if it later moves out
of range. This is an important exception to the general rule that a spell's effects can't extend beyond its range. Some spells,
however, only affect things so long as they remain in the area the spell covers (see below).
Range Categories
Spell ranges fall into several basic categories, which are largely self-explanatory. Things can get a little tricky when you
consider the spell's target, effect, or area (see the next section), so here's a brief overview:
Personal
The spell affects only you (though you might be able to share the spell with a familiar, animal companion, or other creature
with the share spells ability).
Touch
The spell takes affect on something you touch. To deliver the spell, you must touch the recipient yourself. You can touch
things only within your natural reach, though you often can move around for quite awhile before trying to touch anything.
Close
The spell can reach 25 feet, plus an extra 5 feet per two caster levels. These spells are useful for tactical combat at fairly
short distances, such as most dungeon combats.
Medium
The spell can reach 100 feet, plus an extra 10 feet per caster level. These spells are useful for combat at fairly long distances,
such as most wilderness combats.
Long
The spell can reach 400 feet, plus an extra 40 feet per caster level. These spells are useful for combat at extreme distances.
Unlimited
The spell can reach anywhere on the plane where you cast the spell. Often, spells with this range don't require line of sight or
line of effect to the place where you aim them.
Ranges in Feet
A few spells have ranges listed in feet rather than a standard range category.
Target or Targets, Effect, or Area
The next entry in the spell header explains how you aim the spell, as follows:
Target or Targets
You select one or more recipients to receive the spell. All your targets must be in range and you must have line of effect to
them. If you don't have line of sight to a recipient, you still can select it as a target if you can touch it.
Often, the entry will limit the kinds of targets you can select. For example, living creatures, objects, or willing creatures. A
creature is anything that has both a Wisdom and a Charisma score. A living creature also has a Constitution score.
An object is anything that lacks a Wisdom and a Charisma score, even if it is actually alive. (A rose bush, for example, is
alive, but it's an object insofar as the D&D rules are concerned.)
A willing creature must declare itself willing, which it can do anytime, even during someone else's turn or when flat-footed.
Declaring oneself willing is not an action. Likewise, you can declare yourself unwilling anytime. Unconscious creatures are
automatically willing. Helpless, but conscious creatures (such as paralyzed creatures) still can declare themselves willing or
unwilling.
Sometimes, you can choose targets only within some sort of limited area. The rules usually use one of two different kinds of
wording to indicate that. For example, the targets entry for the animal growth spell is as follows: "Up to one animal
(Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart."And the targets entry for the animal
shapes spell is as follows: "Up to one willing creature per level, all within 30 ft. of each other." Usually, when the rules say
things in different ways, they mean different things, but not in this case. All the targets you choose must be with the specified
distance of all the other targets, and any target that is more than the specified distance from even one other target can't be
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selected as a target. To put it another way, imagine a sphere with a diameter (not radius) equal to the specified distance. All
the targets you choose must fit within that sphere.
When the targets entry specifies a number of targets based on level (as both the previous examples do), that refers to your
caster level (see above).
Effect
The spell produces something by either creating it on the spot or by summoning it from somewhere else. When an effect spell
summons a creature, the spell's range determines how far away from you the creature can appear. Once it appears, however,
the creature is free to move around as it likes or as you direct; the spell range no longer limits it. The same goes for
summoned objects; though most objects can't move around on their own, someone could hurl the object or carry it off.
Wall Spells: Spells such as wall of fire are effect spells that create barriers. Often, the effect entry for such a spell does not
mention how thick the barrier is (for example, blade barrier, wall of fire, and wall of force). In these cases, the wall is
basically two-dimensional, with only a negligible thickness. If such a spell deals damage (or has some other effect), the spell
deals damage to anything that passes through it or otherwise breaks the plane of the barrier. In the case of a wall of force,
nothing can break the plane (save for a few magical effects specified in the spell description).
Area
The spell (usually) fills some volume of space as specified in the entry. As noted earlier, a spell's area cannot extend beyond
the spell's range. Most spells have immobile areas, so you cannot move after casting the spell and make the area extend
farther or shift around. (If a spell's effects are mobile, it usually will have an effect entry instead of an area entry.) As noted
above, most figment spells have fixed areas. The images you create as part of a figment can move around, but only within
the spell's area.
When you aim an area spell, you must choose a point of origin (see above) for the spell. You must have line of effect to the
point of origin you choose. If you cannot see the point of origin, you must specify the point of origin in some meaningful way.
The best way to do so is select a distance and a direction from yourself or from another point of reference that you can see or
touch (or that your DM agrees is well known to you). The point of origin for any area spell always must be an intersection of
squares on the grid you use to regulate combat. This rule greatly simplifies the task of deciding exactly where the area
extends. Once you choose the point of origin, the spell's area extends from there. The most common area shapes include the
following:
Burst or Emanation
The area extends from the point of origin in a sphere whose radius is specified in the entry (though some bursts are coneshaped areas). Anything that blocks line of effect from the point of origin also blocks the burst or emanation.
If a burst or emanation spell is aimed into a location that's too small to hold the entire sphere (or cone), the spell still works,
but its area will be only as large as the space allows.
A caster can aim a burst or emanation spell at a location where only part of its area is blocked. In this case, the unblocked
portion of the spell's area will be its normal size, and the blocked portion extends only as far as the obstacle that blocks line
of effect from the spell's point of origin.
Spread
A spread is similar to a burst, except that it can turn corners. When line of effect from the point of origin is blocked, just go
around the obstacle, tracing a path that's as long as the spread's radius.
The rules don't tell you what to do when whatever blocks the spread's line of effect isn't a solid object (for example, an
antimagic field). In this case, just the treat the antimagic field like a solid obstacle. A spell with a spread area and the sonic
descriptor will spread around a silence spell.
Cone
A cone is a quarter circle that extends from the caster's space for the distance stated in the entry. If the caster's space fills
only one square, the cone can start at any corner of the space (that corner is the spell's point of origin). The rules are silent
about what to do when the caster's space fills more than one square. I recommend you pick any grid intersection on the
outer edge of the space as the point of origin for the spell. Alternatively, you can require the caster to choose a corner of his
space as the point of origin.
Anything that blocks line of effect from the point of origin blocks the cone, and a cone can be only partly blocked, as noted
above.
Cylinder
A cylindrical area is something like a spread. The area extends from the point of origin in a horizontal circle, and then extends
downward. The rules say a cylinder ignores obstructions in its area, which isn't too helpful. In effect, this means that line of
effect for a cylinder isn't blocked so long as you can trace an unbroken line from the point of origin without leaving the
confines of the cylinder. (You still need line of effect from you to spell's point of origin, however.)
Line
A line's point of origin is one corner of the caster's space. (If the caster's space fills more than one square, you can use the
optional rule suggested for cones to select the point of origin.) The line extends from the point of origin in any direction the
caster chooses and reaches as far as the spell's range (or until its line of effect is blocked). The rules regarding lines are
somewhat muddled; however, a line affects anything in a square that the line passes though or touches. So, if you send a
line straight down a gridline, it will affect the squares to either side of the line. Some people like to limit a line's effects to a
width of 5 feet. If so, the caster chooses which side of the line gets affected when a line passes between two squares.
(Choose a side when you aim the spell, and once you choose, you have to stick with that side.)
If you have to deal with a line aimed into the air, it's easiest to assume that a line affects anything in a 5-foot cube that the
line passes through or touches.
Creatures or Objects
These spells work like targeted spells. They affect their subjects directly rather than filling a volume of space, but all the
subjects must fit into the area specified in the entry.
Cubes
These areas specify a number of cubes. Usually the caster can arrange the cubes any way she likes, and this is indicated by
(S) after the entry. The rules are silent on exactly how you can arrange the cubes. At the minimum, however, the cubes all
must touch each other (that is share a corner, edge, or side with at least one other cube). No cube can extend farther from
you than the spell's range, and you must be able to trace line of effect from at least one point in a cube back to the spell's
point of origin through the other cubes in the area. The rules say a cube can't have a dimension smaller than 10 feet.
Technically, that means you can't cast a spell with a cubical area in any location with a dimension smaller than 10 feet. If that
seems harsh to you (it does to me), assume that a cube must have a dimension of at least 10 feet if space allows. The
absolute minimum dimension for a cube in a restricted space is 1 foot -- barriers with openings smaller than that block line of
effect, as noted above.
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Duration
The next entry in the spell header tells you how long the spell's effects last. In general, a spell's duration begins at the time in
the round when you finish the spell. Spell duration is discussed in detail on page 176 of the Player's Handbook. This section
contains some additional notes on a few kinds of durations.
Instantaneous
A spell with an instantaneous duration lasts only for the instant that the spell is completed, though its effects can last a long
time. For example, a fireball spell is an instantaneous spell, but the damage it deals lasts until something heals or repairs it.
Wall of stone also is an instantaneous spell. The stone it creates appears in an instant, and after that a mass of nonmagical
rock remains behind.
Because there's no magic operating after the spell takes effect, you can't dispel a spell with an instantaneous duration. The
spell's effects also don't have a magical aura that you can find with detect magic spell (except for a lingering aura that
persists for a very short time; see the detect magic spell description).
Recipients, Effects, and Areas
If the spell affects recipients directly, the results of the spell travel with the subjects for the spell's duration. A spell affects
recipients directly when the spell has a target or targets entry or when the spell affects creatures or objects within an area
rather than affecting the whole area (see the notes in the section on areas).
When a spell produces an effect, the effect lasts for the duration unless the effect is somehow destroyed first.
If the spell affects an area then the spell functions in that area for its duration. Recipients become subject to the spell when
they enter the area and are no longer subject to it when they leave the area.
Touch Spells
The duration for a touch spell doesn't begin until the caster touches a subject and delivers the spell to a recipient. Attempting
to touch a recipient requires a melee touch attack and that is part of the action used to cast the spell during the round when
the spell is completed. If the recipient is willing to be touched, it's usually best to just assume the caster touches the
recipient.
If the caster does not touch a recipient then (either because she doesn't try to or the melee touch attack fails), she must use
an action (usually the attack or full attack action) to touch a recipient during a later round. This is called "holding the charge."
A caster holding a charge is considered armed and can use an attack of opportunity to make a melee touch attack and deliver
the spell.
Whenever the caster touches anything, the held charge is discharged, even if what the caster touches isn't a valid target for
the spell (in that case, the spell is wasted). The charge also is lost (and wasted) if the caster casts another spell. Otherwise, a
caster can hold a charge indefinitely. DMs should feel free to set some reasonable limit to how long a character can hold a
charge, perhaps 1 hour or until the caster has to go to sleep (or trance in the case of elves).
A very few touch spells (water breathing, for example) can be partially discharged. If so, this will be mentioned in the spell's
target entry and its descriptive text, or both.
As a full-round action you can touch up to six friends willing creatures, object that willing creatures hold, or objects just lying
round by themselves), provided that all the recipients are within the caster's reach. (The caster can extend her reach a little
by taking a 5-foot step during the process.) To use this option, you must first cast the spell and hold the charge. Because the
recipients are willing, no melee touch attack is required. You must decide how to distribute the spell's effect before touching
anything.
Saving Throw
The second to last entry in the spell header tells you whether the spell's recipient or recipients are allowed saving throws
against the spell's effects. This is an important piece of information because most descriptive text for spells is written with the
assumption that the recipient's saving throw (if one is allowed) fails. For example, the text for charm person says the spell
makes a humanoid regard you as an ally. It doesn't bother to mention the possibility of a successful saving throw because
you are assumed to read the spell header and know that a saving throw is allowed (in this case Will negates, see below).
When a spell allows a saving throw, the entry begins with the kind of saving throw the recipient can attempt (Reflex,
Fortitude, or Will). Types of saving throw entries include the following:
Negates
The spell has no effect on a recipient who makes a successful saving throw.
If the spell has no obvious physical effects (and most spells that allow saves to negate don't), a recipient that makes a
successful saving throw still feels an obviously hostile force or tingle. If the spell has a target or targets entry, the caster
knows that the spell has failed.
A recipient who makes a successful saving throw doesn't know where the spell came from (though that might be obvious if
the caster is visible) or what the spell was. If the spell has a target or targets entry, however, a recipient that makes a
successful saving throw can attempt a Spellcraft check (DC 25 plus the spell level) to determine what the spell was. This does
not take an action, and the recipient cannot retry the check if it fails.
Charm person is a good example of this kind of spell.
Partial
The spell causes an effect on its subject. A successful saving throw means that some lesser effect occurs. The descriptive text
in the spell covers both the full and partial effect.
Entangle is a good example of this kind of spell.
Half
The spell deals damage, and a successful saving throw halves the damage of the recipient (round down). If the save allowed
is a Reflex save, a recipient with the evasion class feature takes no damage on a successful saving throw. If the save allowed
is a Reflex save, a recipient with the improved evasion class feature takes half damage even on a failed save and no damage
on a successful saving throw (provided that the recipient isn't helpless).
Fireball is a good example of this kind of spell.
None
No saving throw is allowed (and enough said).
Disbelief
A successful save lets a creature ignore the effect. Spells that allow this kind of saving throw usually are from the illusion
school and they don't have any direct effects on creatures or objects, but instead have effect or area entries. Creatures make
their disbelief saves upon interacting with the area or effect in some fashion. The rules don't give any guidelines on what kind
of interaction is required. As a rule of thumb, a creature interacts with something upon attacking it, studying it, touching it,
talking to it, or doing something else that one might do with a real creature or object. Merely looking at something usually
doesn't qualify as interaction, but using an action (standard or full-round) to study or identify it does. Sometimes a disbelief
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save is automatic, such as when a character tries to touch an illusory wall and his hand passes right through it (see page 173
in the Player's Handbook for details).
Silent image is a good example of this kind of spell.
Object
When a saving throw entry ends with this notation, it indicates that the spell can be aimed at an object (most spells that have
this notation have a target entry). A reminder is in order here -- these spells don't necessarily only affect objects (though
some do).
An object that receives the spell gets a saving throw only if it is magical or if a creature wears or carries the object. See page
177 in the Player's Handbook for details.
Undetectable alignment is a good example of this kind of spell.
Harmless
When a saving throw entry ends with this notation, it indicates that the spell usually is beneficial, not harmful. The recipient
can attempt a saving throw if it desires.
Darkvision is a good example of this kind of spell.
Spell Resistance
The final entry in the spell header tells you if the spell must overcome spell resistance (if any) to affect the recipient. If the
entry is "no" then the spell most likely does not affect the recipient directly, but instead either affects an area or produces an
effect which then produces the spell's result. Most spells that work only on willing creatures also have a spell resistance entry
of "no" because it is assumed that a willing creature lowers its spell resistance before receiving the spell.
If the spell entry is "yes," the spell usually goes to work directly on the recipient's mind or body and the caster must make a
level check to overcome spell resistance before the spell can affect the creature.
Descriptive text
After the spell header are one or more paragraphs of text that supplements the information in the spell header. Description
text gives details such as how much damage the spell deals, what effect the spell has on the recipient, or other information
about how the spell functions.
No hard and fast rules exist for interpreting the information found in a spell's descriptive text, but take a look at a few tips:
 The header takes precedence: None of the information in a spell's descriptive text is intended to contradict what's
shown in the spell header, though it often helps modify it in some way.
 Descriptive text usually doesn't bother saying what the spell does not do: The list of things a spell can't do is
theoretically endless, so the spell description usually doesn't even attempt to do so. Instead, the descriptive text tries
to explain what the spell does as succinctly as possible. If you don't find something in a spell's descriptive text, it's a
pretty good bet the spell doesn't do it.
 Descriptive text usually doesn't consider the effects of saving throws, spell resistance, or creature immunities: As noted
above, most spell descriptions are written with the assumption that the recipient's saving throw against the spell (if one
is allowed) fails. Likewise, the spell description doesn't bother to remind you that the spell won't work on recipients
that are immune to it. For example, the fireball description doesn't tell you that the spell won't damage things that are
immune to fire. You're expected to figure that out for yourself when you note the spell's fire descriptor.
 Descriptive text is meant to be considered as a whole: The easiest way to completely misunderstand what a spell does
is to focus on one part of the descriptive text to the exclusion on the rest of the text. This can prove easy to do when
the descriptive text is long or complex.
For example, the spiritual weapon spell seems straightforward at first; the spell creates a force weapon that you use to bash
your foes. Simple, right? Well, not quite, as the sheer length of the descriptive text (more than a third of a page) attests.
Some folks, however, stumble over the last sentence in the first paragraph, which says that the weapon returns to you and
hovers when you're not directing it. If you don't consider what the rest of the descriptive text says, you might conclude that
you must use an action each round to make the weapon attack. If you did, however, you'd be wrong. The second paragraph
of the descriptive text explains that once you select a target, the weapon attacks the previous round's target. So long as the
previous round's target is in range in and in your line of sight, the weapon is "directed" without any action from you.
Spell chains
A group of spells, all at different levels, that resemble each other in terms of their effects or results constitute a spell chain.
In general, only the lowest level spell in a spell chain will have a full description, with a complete header and complete
descriptive text. The higher-level spells in the chain have incomplete descriptions that contain only those elements that differ
from the spell at the beginning of the chain.
It's usually pretty easy to note when a spell is part of a chain, because the spell will have a name the includes the words
"greater" or "lesser" or the spell name gives some other hint that it's part of a chain (the various cure spells, for example,
which all contain "cure" and go from "minor" to "critical" and then begin adding "mass"). Spells that are part of a chain often
have incomplete headers and very short bits of descriptive text. Headers, for example, usually only contain entries that make
the spell different from other spells in the chain. To get a full picture of what the spell does, you have to flip back to the base
spell in the chain. (The spell's descriptive text tells you the spell to reference.)
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There, not there
Foreword
The D&D game is many things to many people, but on the whole it's an exercise in the imagination. No matter how many
pictures or props we use in our games, we still must "see" the game world through our minds' eyes. Sometimes, that proves
very difficult indeed. Invisibility is a concept most of us think we understand, but questions about handling unseen creatures
always seem to crop up when such creatures enter play (and those questions seem to generate more trouble than the
creatures themselves).
Dealing with ethereal, gaseous, or incorporeal things often proves even tougher than dealing with invisibility. How do you
wrap your mind around something that you couldn't hold in your hand even if you had it right there with you?
Some Definitions
Here are a few key terms used both in the rules and in this article when discussing the unseen and the real, but largely
untouchable.
Adjacent
Two things are adjacent in the D&D game when the squares they occupy share a common side or corner. Because of the way
the D&D game counts distances on the grid, two adjacent things are at least 5 feet apart.
Corporeal
Anything that has a physical body or presence. A creature is corporeal if it does not have the incorporeal subtype.
Ethereal
Present on the Ethereal Plane (see page 151 in the Dungeon Master's Guide). Creatures on the Ethereal Plane can see into
the Material Plane. Divination spells, such as see invisibility, allow a user on the Material Plane to see into the Ethereal.
Things of the Material Plane can have some interactions with things on the Ethereal, but because the Material Plane and the
Ethereal Plane are two different places, those interactions are severely limited.
Force
A magical descriptor (see “Reading Spell Descriptions”). Force effects that deal damage can harm incorporeal creatures
without the usual miss chance. Force spells cast on the Material Plane can be aimed at, and harm, creatures on the Ethereal
Plane. Force barriers block incorporeal and ethereal creatures.
Gaseous
A creature or object whose entire mass is a cloud of gas. When something is gaseous, it's still corporeal, but it can avoid or
ignore many physical barriers or hazards.
Incorporeal
A creature subtype. Incorporeal creatures exist without physical bodies and they generally ignore physical barriers and
physical dangers. The rules sometimes use the terms ethereal and incorporeal interchangeably, but they are not equivalent
(see below).
Manifestation
A special quality that allows a ghost (an ethereal creature) to partially enter the Material Plane and function there as an
incorporeal creature does.
Miss Chance
A chance, always expressed as a percentage, that an attacker that makes a successful attack roll against a foe misses
anyway. Miss chances usually arise because the defender is concealed in some fashion and the attacker does not know
exactly where the defender is. A corporeal attacker wielding a magic weapon or spell has a miss chance when attacking an
incorporeal foe because whether the magic can do any harm to the incorporeal foe is strictly a matter of chance. (Nonmagical
attacks and weaponry cannot harm incorporeal creatures at all.)
Pinpoint
Not a defined game term. When this article speaks of pinpointing an unseen creature, it means determining where on the
battlefield that creature is located; most of the time, that's also what the rules mean when they speak of pinpointing a
creature. Even after pinpointing a creature, you'll still have a miss chance when you attack it if you can't actually see it (or
perceive it through some other means that's at least as acute as vision).
Invisibility
Invisibility is unlike the other three states of being we'll discuss because you really are there (and wholly so) when you don't
seem to be.
The Basics of Invisibility
Vision
 When something is invisible, others cannot perceive that thing with vision.
 Vision in this case includes darkvision.
 Nonvisual senses still work with regard to invisible things -- they can be felt, heard, and smelled. Special senses such
as blindsight, blindsense, and tremorsense also work with regard to invisible things.
 Certain spells and magical effects, such as see invisibility and true seeing, allow their users to see invisible things.
 Although the rules don't specifically say so, assume that a creature using a magical invisibility effect is invisible to
others but not to itself. This helps avoid arguments about exactly what an invisible creature can do without a penalty.
Even if you assume an invisible creature can see itself, it still does not cast a shadow or a reflection (or at least not one
most people could notice; see below).
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Gear
 A magical invisibility effect extends to the user and to all the user's gear.
 Your gear includes everything you wear or carry at the time you receive the invisibility effect; if something sticks out
more than 10 feet from you, the portion that extends more than 10 feet is visible.
 If you put down or drop something, that thing becomes visible if it normally is visible.
 If you pick up something visible, that thing stays visible unless you stick it into your clothing. That said, you can
reasonably assume that a visible thing becomes invisible if an invisible creature imbibes it.
 The rules are unclear about exactly what happens to other creatures that you might hold or carry when you become
invisible. In general, you should treat each creature as a separate individual when you consider how any spell or
magical effect works. The invisibility and greater invisibility spells affect one creature only, as does a ring of invisibility
(which works just like the spell). It's reasonable to make an exception for creatures you carry tucked into your clothing
(or that you pick up and tuck into your clothing), and that can include a familiar, cohort, or animal companion if the
creature is small enough to fit into your clothing. Of course, if a familiar, cohort, or animal companion has the share
spells ability and you (the master) cast an invisibility spell on yourself, you can share that spell with the creature.
 If you assume an invisible creature can see itself, it also can see any equipment that it carries (unless that equipment
is invisible by some means other than merely being in the invisible creature's possession).
Light
 Invisibility effects don't make light invisible.
 When you receive an invisibility effect, any light source you carry still sheds visible light, but the object itself becomes
invisible if you're wearing or carrying it when you receive the effect.
 If you pick up a light source while invisible, both the object and the light it sheds remain visible until you tuck it into
your clothing, just as any other object does.
 The rules don't explain what happens when you carry a concealed light source when you become invisible. They also
don't say what happens if you're invisible and you tuck a light source into your clothing. If you follow the rules to the
letter, the concealed light source just keeps right on shining. In that case, it's best to dump any continual flame effects
you might have tucked away in your gear so that their light won't give you away while you're invisible.
 On the other hand, it's perfectly reasonable to assume that anything that doesn't shed light when you conceal it on
your person while visible also doesn't shed light when you conceal it on your person while invisible. So, for example, if
you carry a coin with a continual flame spell on it in a belt pouch, where it doesn't shed light, it won't start shedding
light when you become invisible. If you later pull it out of the pouch, but hold onto it, the coin stays invisible, but it
sheds visible light. Later, you can douse the light by putting the coin back into the pouch.
Gaze attacks
 Invisible creatures cannot use gaze attacks.
 A gaze attack depends on the subject viewing the attacker's face, so your gaze attacks are negated while you're
invisible.
 Foes that can see invisible things, such as creatures using the see invisibility or true seeing spell, remain susceptible to
your gaze attacks while you're invisible.
Detection
 Invisibility does not foil detection spells.
 A detect spell doesn't make an invisible creature or object visible, but if an unseen subject is in the area where the
spell is aimed, the spell can give some hint of the unseen subject's presence. For example, a detect magic spell reveals
the presence or absence of magical auras in the area where it is aimed. An invisible creature using an invisibility spell
or magic item has a magical aura (thanks to the active spell or magic item) and a detect magic spell aimed into its area
will reveal that aura. All the spell user knows, however, is that there is magic present somewhere within the area
where the spell is aimed. If the detect magic user scans that same area for 3 consecutive rounds, the spell can reveal
the location of the invisible magical aura (if the creature is still in area). The spell doesn't reveal anything else about
the creature, or even that it is a creature at all. The spell user could aim an attack at the creature's location and have a
chance to hit it (see below).
Dealing With Invisibility in Combat
Determining the location of the target
When you can't see a creature (for whatever reason), you still can attack it, but first you must determine or guess at its
location on the battlefield.
 Several special qualities, such as blindsense, tremorsense, and scent, allow you to locate unseen creatures (though you
must be fairly close to the creature to locate it with scent).
 You can use a Spot or Listen check to locate a creature you cannot see, though doing so is very difficult indeed (see
below).
Attacking
If you locate an unseen creature (or you're just guessing where it is), you can direct a melee or ranged attack into that
location.
 Because you cannot see the creature, your attack has a 50% miss chance. The Dungeon Master's Guide says the DM
can waive or reduce the miss chance when the target is particularly large and slow. As a rule of thumb, you can reduce
the miss chance by 5% for every size category the target is beyond Large. If the target is size Huge or bigger, also
reduce the miss chance 5% for every 5 feet that the creature's current speed is below 30 feet. Also, reduce the miss
chance by 20% if the attack is aimed more or less at the creature's center, or if the creature is using the squeezing
rules (see page 29 in the Dungeon Master's Guide) to move into a locale narrower than its space. Finally, reduce the
miss chance another 10% if the creature is particularly blocky or massive for its size category. All the reductions stack,
but a miss chance cannot be less than 0. For example, a black pudding is a Huge creature with a speed of 20 feet. As
an ooze, it's just a big blob, and both exceptionally blocky and massive for its size category. Attacking an unseen black
pudding entails a miss chance of only 20% (base 50% -10% for size Huge, -10 for speed, -10 for mass). The example
black pudding has a space listing of 15 feet (three squares by three squares). If the attack is aimed at the pudding's
center square, the miss chance is 0%.
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Immunities
Unseen creatures are immune to certain kinds of special attacks and spells.
 Any attack that depends on hitting a foe in a particular place or in a particular way doesn't work against an unseen foe.
Sneak attacks and bonus damage from the favored enemy class feature falls into this category. The DM might decide to
include others as well.
 If a spell has a target or targets entry, you must see or touch your target to aim the spell at it. Even if you know where
your unseen target is, you still can't aim a targeted spell at it if you don't see or touch it.
Spotting, Listening, and Pinpointing
As noted earlier, you can use a Spot or Listen check to locate something that's invisible.
Spotting
If you can't discern an invisible thing visually, how on earth do you spot it? Well, the rules aren't clear on that point.
However, invisible things often leave visible clues to their presence. Exactly what forms these clues take depend largely on
what the invisible thing is and what its surroundings might be like. For example, an invisible creature walking around in a
dungeon might leave the occasional footprint or set dust motes swirling in the air. A creature that has been invisible for a
long time might even pick up enough dust and debris that it develops a faint outline. Also, some invisibility effects aren't
perfect. Perhaps an invisible thing creates the faintest shimmer or distortion in the air, or casts a really feeble shadow. Such
phenomena might prove very difficult to detect, but perceptive individuals might see them and recognize them for what they
are.
Spot Check DCs
Considerable confusion often arises regarding how difficult a Spot check to notice or locate an invisible thing is; the latter is
much harder than most people realize. That's because the basic Spot DCs noted in the Dungeon Master's Guide are for
merely noticing that there's something unseen somewhere within 30 feet. The DC for actually pinpointing an invisible thing's
location so that you know where to aim an attack is 20 points higher. The table below shows the Spot DCs for various kinds
of invisible things. The DCs given here are higher than those shown in the Player's Handbook's glossary (pages 309-310), and
they match the numbers given in the Dungeon Master's Guide glossary (page 295).
According to the Spot skill description, it doesn't take an action to make a check to notice or locate an invisible thing when
you first have a chance to do so. After that, however, it takes a move action to spot something you failed to see earlier. In
this case, however, I recommend that you make spotting an invisible creature a free action each round, at least when there's
an active invisible creature (see below) involved.
When a Spot check result is too low to locate an invisible creature, but high enough to notice that it's within 30 feet, the
character making the check notices the creature (see below). It's best to make the Spot check secretly so that players cannot
be sure if they're actually dealing with invisible foes.
Invisible Thing
Spot DC to Notice Spot DC to Locate
Active creature
20
40
Living creature holding still
30
50
Inanimate object, unliving creature holding still, or completely immobile creature
40
60
Spot DC to Notice
If the check is successful, you merely know there's something unseen within 30 feet of you. If the invisible thing is more than
30 feet away, you cannot notice it with a Spot check. According to the rules, any time you make a Spot check you take a -1
penalty on the check for every 10 feet of distance between you and what you're spotting.
You must repeat the check each turn to keep track of the unseen thing.
Spot DC to Locate
If the check is successful, you know exactly where the invisible thing is (you have pinpointed its location), including what
square or squares on the battlefield it occupies. Apply the penalty for distance to this check (-1 per 10 feet).
You must repeat the check each turn to keep track of the unseen thing. I recommend you make this a free action each round.
Active Creature
For purposes of spotting an invisible creature, it is "active" when it has moved (that is, gone from one place on the battlefield
to another) during its last turn.
Living Creature Holding Still
A living creature has Constitution, Wisdom, and Charisma scores. A creature is holding still if it has not moved during its last
turn.
Inanimate Object
An object that's sitting by itself. If an object is in motion but staying in place (such as a swinging pendulum or a spinning
wheel), use the Spot DC for a living creature holding still. If the object is actually moving across the battlefield (such as an
iron ball rolling along or a pendulum swing across two or more squares) use the DC for an active creature.
Unliving Creature Holding Still
An unliving creature has Wisdom and Charisma scores, but no Constitution score. It is holding still when it is not moving, as
noted above under Living Creature Holding Still.
Completely Immobile Creature
In this case, complete immobility refers to a creature that is being careful not to move a muscle. It can be a creature that is
under paralysis, a hold spell, or some other effect that utterly prevents it from acting, so that it just sits in place like an
inanimate object. A sleeping creature might be considered completely immobile if its slumber is deep and untroubled (as it
would be if the creature is under a magical sleep effect). A creature sleeping fitfully should be considered holding still.
Invisibility and Hiding
As noted in the description for the Hide skill, you gain a +20 bonus on Hide checks if you're moving and +40 on Hide checks
if you're not moving.
To make a Hide check at all, you need some sort of concealment or cover, and that applies even when you're invisible and
the creatures trying to spot you can't see invisible things. Invisibility gives you total concealment, but spotting something
invisible carries its own Spot DCs and you can't make yourself harder to see without a little extra help from your
surroundings.
When making your Hide check, apply all the modifiers that normally apply to the check (such as Armor Check penalties and
penalties for your movement). Perceptive readers will note that you're effectively paying a double penalty for moving here
because the bonus for being invisible is lower and you take a Hide check penalty for that movement as well. That, however, is
the nature of invisibility in the D&D game. Any movement makes you easier to spot while you're invisible, whereas your
speed makes it harder for you to hide and the effect gets worse the faster you go.
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Listening
As noted in the Dungeon Master's Guide, you can use hearing to notice an invisible creature (inanimate objects don't make
any noise).
To resolve an attempt to hear an invisible creature, have the listener make a Listen check opposed by the invisible creature's
Move Silently check (if the invisible creature has no Move Silently ranks it makes an untrained check).
The table below is a modified version of the one included on page 295 of the Dungeon Master's Guide. It includes Move
Silently penalties for creature's movement (taken from the Move Silently skill description), and modifiers for barriers. Other
Move Silently modifiers (such as the armor check penalties and modifiers for the surface the invisible creatures moves across)
are not included.
According to the Dungeon Master's Guide, a Listen check to notice or locate an invisible creature is a free action each round.
Listen Check DCs
Invisible Creature is
Listen DC to Notice
Listen DC to Locate
In combat or speaking
0
20
Moving at half speed
Move Silently check result
Move Silently check result +20
Moving at full speed
Move Silently check result -5
Move Silently check result +15
Running or charging
Move Silently check result -20 Move Silently check result
Some distance away
+1 per 10 feet
+1 per 10 feet
Behind a door
+5
+5
Behind a stone wall
+15
+15
Listen DC to Notice
If the check is successful, you merely know there's something unseen somewhere near you, but you don't know where or
what direction.
You must repeat the check each turn to keep track of the invisible creature.
Listen DC to Locate
If the check is successful, you know exactly where the invisible thing is (you have pinpointed its location), including what
square or squares on the battlefield it occupies.
You must repeat the check each turn to keep track of the invisible creature.
Moving at Half Speed
Use this modifier if the invisible creature is moving at all and if the distance it moved during any single action during its last
turn was equal to or less than half its current speed. If surface conditions limit its movement, use this modifier only if the
creature moves no more than half the distance in speed that the conditions allow. For example, if the creature has a speed of
40, it's moving half speed if it moves 20 feet or less during any single action. If the creature is moving over terrain that
hampers its movement, however, it can move only 20 feet with a single action and is considered moving at half speed only if
it moves 10 feet or less during one of those actions.
Moving at Full Speed
Use this modifier if the invisible creature moves at more than half speed, as defined above.
Behind a Door
Use this modifier for any fairly thin barrier that's no thicker or stronger than an iron door.
Behind a Stone Wall
Use this modifier for barriers thicker or stronger than an iron door.
Other Ways to Deal With Invisible Foes
You don't have to rely on Spot or Listen checks, or on magic, to locate and attack an invisible foe. Here are some other
options.
Probing an Area
You can grope or probe about to find an invisible creature as a standard action. To do so, pick two 5-foot squares that are
both adjacent to each other and within your melee reach; if you have a natural reach of more than 5 feet, or a reach weapon,
you can probe squares that aren't adjacent to you.
If the squares you probe contain anything you can't see, you make a melee touch attack (or attacks if there is more than one
thing you can't see). There is a 50% miss chance on the touch attack. If an attack succeeds, you deal no damage but you
have successfully pinpointed the invisible thing's current location. (If the invisible thing moves, you don't know where it is
anymore.)
Because you have to use a standard action to probe for unseen things, you usually can't do anything about unseen foes you
locate (unless they're foolish enough to stay put until your next turn), but you can use a free action to relay the foe's location
to your allies. One effective tactic for a group is to have one member probe while everyone else readies actions to attack
whatever you find. They can also simply delay until the probing character finds something. See page 160 in the Player's
Handbook for information on readying and delaying.
Attacked by an Unseen Foe
If a foe you cannot see hits you with a melee attack and is adjacent to you at the time, you know the foe's location. For this
reason, smart foes move right after they attack; even a foe that has made a full attack can move after attacking by taking 5foot step (provided it has not already moved during its turn).
When an unseen foe hits you with a melee attack from more than 5 feet away, you know the general direction from which the
attack came and that the attack came from more than 5 feet away, but you do not know the attacker's location.
Looking For Tracks
Unseen creatures leave tracks, and you can track them using the normal tracking rules. Footprints in sand, mud, or other soft
surfaces can give clues to an invisible creature's location.
If the tracks are very clear and the surface that carries them is fairly smooth and unsullied by debris or other tracks, you can
locate a creature you cannot see by looking at its visible tracks; tracks aren't visible, however, unless you can see the surface
that holds them. For example, it's no good looking for an unseen creature's tracks if the battle is taking place during a
blizzard and you're not entirely sure where the ground ends and sky begins. If the battle is taking place in a bright morning
when the whole battlefield is covered in fresh snow, however, an unseen creature's tracks probably will betray its location, at
least during the first few rounds of a fight (before all the snow becomes thoroughly trampled).
Surfaces or conditions that don't leave clear tracks still might give you a bonus (the DM can decide how big) in Spot checks to
notice or locate unseen creatures. You might get a Spot bonus in areas covered with tall grass, undergrowth, dust, or running
water (assuming the unseen creature is wading and not submerged; see below).
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Underwater
An invisible thing underwater displaces water, and that creates a visible space that reveals the invisible thing's location. The
DM might apply this effect under other circumstances as well, such as areas of heavy smoke, areas draped with lots of
dangling things (such as vines, cloth, skeins of rope), heavy precipitation, or the like.
Marking an Invisible Creature
Since a visible object stays visible when an invisible creature picks it up (at least until the invisible creature tucks the object
into its clothing), you may make an invisible thing visible (or at least reveal its location) by dousing it with something visible.
My own favorite device for doing this is a bag packed with about a pound of flour. You could just as easily use ink or paint.
Toss the bag of flour just like a splash weapon. A direct hit leaves an invisible creature smeared with flour, which reveals the
creature's location. An invisible creature caught in the flour's splash effect can attempt a Reflex save (DC 20) to avoid getting
covered with flour. A creature can shed its outer clothing (at least a full-round action) and be rid of the flour. Otherwise, it
must bathe or wait for the flour to wear off on its own (which takes an hour or two in dry conditions).
Special Qualities and Feats Against Unseen Foes
Creatures with the scent ability can sniff out unseen creatures, as noted in the scent description in the Monster Manual
glossary. The blindsense ability reveals unseen things' locations only. Tremorsense reveals unseen creatures' locations,
provided that they are in contact with the ground.
The blindsight ability effectively negates invisibility. (The user can deal with unseen things just as though they were visible.)
Anyone with the Blind-Fight feat has an improved chance to hit an invisible creature. Roll the miss chance twice, and the
attacker misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss
chance rolls.)
Incorporeality
The Basics of Incorporeality
Incorporeality is, in many ways, the exact opposite of invisibility. You usually can see the creature just fine, but the creature
has no physical substance. If you attack it, or try to touch it, nothing seems to be there.
An incorporeal creature has the incorporeal subtype, which is described in detail in the Monster Manual glossary (and updated
in the Monster Manual III glossary). As with many things in the D&D game, incorporeality is actually pretty straightforward.
Figuring out how incorporeal things interact with the rest of the game world gets difficult, though. Take a look at this quick
summary of what the Monster Manual has to say about incorporeal creatures.
No physical body
 An incorporeal creature has no physical body.
No matter what the creature looks like, it has no flesh, bones, protoplasm, or any other substance that makes up a corporeal
creature's body. In effect, an incorporeal creature is a disembodied intellect or spirit.
Because it lacks a physical body, it has no Strength score. Theoretically, an incorporeal creature may have a Constitution
score, but such a creature would be strange indeed. In any case, incorporeal creatures don't need to eat, drink, or breathe.
In fact, they cannot do these things because they have no Strength scores and they can't affect physical objects (or even
air).
Most incorporeal creatures cannot benefit from magical effects that require physical contact or manipulation of objects. They
cannot benefit from bull's strength spells (they have no Strength scores to enhance), potions or oils (they cannot drink
potions or apply oils), wear rings, don armor (except for ghost touch armor), or wield weapons (except for ghost touch
weapons) or any other magic items that have to be worn or held to be used (which is most of them).
Some items, such as ghost touch weaponry, work for incorporeal creatures. In such cases, an item that an incorporeal
creature carries or hold also is incorporeal until the incorporeal creature, drops it, throws it, or puts it down (but see below).
Incorporeal creatures are weightless. They cannot fall or take falling damage. The rules say incorporeal creatures cannot
trigger traps that are activated by weight (such as covered pits). Though the rules don't say so specifically, an incorporeal
creature won't trigger any trap that has a purely mechanical trigger.
Flying
 Incorporeal creatures move by flying, and they have perfect maneuverability.
An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
Presumably, an incorporeal creature can make some noise if it wants to -- perhaps a series of eerie moans, rattles, or taps.
Because it has no body, an incorporeal creature also has no scent and doesn't create any tremors in the ground or any
currents in the air. Special qualities such as tremorsense, blindsense, and blindsight usually don't allow their users to discern
incorporeal creatures.
Immunity to non-magical attacks
 An incorporeal creature can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as
magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms,
including energy (acid, cold, electricity, fire, and sonic) unless they come from a spell, spell-like ability, or supernatural
ability.
Without a physical body, most attacks simply have nothing to hit or to affect. A magical attack (including a magic weapon)
made by a corporeal creature has a 50% chance to fail (with some exceptions). This reflects the possibility that the magic can
somehow reach the creature and affect it. The failure chance works the same way as a miss chance does; for the sake the
convenience, most people refer to the failure chance as the incorporeal miss chance.
See below for a more detailed discussion of what works against them and what does not.
Passing through solid objects
 An incorporeal creature can enter or pass through solid objects, but it must remain adjacent to the object's exterior.
They cannot see through opaque objects, however.
An incorporeal creature cannot pass entirely through an object that is thicker than its own space. For example, a spectre's
size is Medium, so it can't pass through an object more than 5 feet thick. Without this rule, an incorporeal creature could use
large solid objects to traverse great distances or even travel straight though the planet. The rules are silent on exactly how
small an opening an incorporeal creature can pass through when an object is too thick to allow the creature to just move
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through it. I recommend that you allow an incorporeal creature to pass through any opening big enough to admit its head (if
it has one). As a rule of thumb, this is about one eighth as wide as the creature is long or tall.
Incorporeal creatures can, and often do, use solid objects or even corporeal creatures as cover in combat; see below for
details.
In any case, incorporeal creatures ignore most things that hamper movement.
Underwater movement
 Incorporeal creatures pass through and operate in water as easily as they do in air.
Because water isn't solid, it doesn't block or restrict incorporeal creatures at all.
Sense of direction
 Incorporeal creatures have an innate sense of direction.
An incorporeal creature doesn't lose its way when passing through a solid object, and its movement is not slowed when it
cannot see.
Incorporeal Creatures in Combat
Handling a combat with a creature that is present on the battlefield but has no body isn't always easy, but it can be done.
Incorporeal Creatures Attacking
Most incorporeal creatures can deliver a physical attack by striking at other creatures. Although this attack is called an
incorporeal touch attack, it more closely resembles a slam attack. It's called an incorporeal touch attack because it ignores
armor, natural armor, and shield bonuses, just as a touch attack does. Unlike a touch attack, however, force effects block an
incorporeal touch attack. Deflection bonuses work against incorporeal touch attacks (just as they work against true touch
attacks). In most cases, you can resolve the attack using the defender's touch Armor Class -- just be sure to include any
force effects the defender is using, such as a mage armor spell (or a magic item that duplicates that spell's effects, such as
bracers of armor) or a shield spell. Ghost touch armor also proves effective against an incorporeal touch attack.
Because an incorporeal creature has no Strength score, it uses its Dexterity modifier for melee attacks.
Because an incorporeal creature cannot exert any Strength and its body (such as it is) passes through material objects, an
incorporeal creature cannot use bull rush, disarm, grapple, overrun, sunder, or trip attacks against corporeal creatures or
objects. Some of these attack forms are possible against other incorporeal creatures (see below).
If an incorporeal creature can cast spells or use other kinds of magic, its spells and magical effects work equally well on both
corporeal and incorporeal recipients (no miss chance), except that an incorporeal creature cannot touch a corporeal creature
and cannot use spells or other effects with a touch range. Nevertheless, some incorporeal creatures have special attacks that
can be delivered through its incorporeal touch attack, such as a spectre's energy drain attack.
Ghost Touch Weaponry
An incorporeal creature can pick up and wield a ghost touch weapon even though the creature lacks a Strength score. When
the creature makes an attack, it uses its Dexterity modifier to modify the attack roll (even for a melee attack) and no
Strength modifier applies to the damage roll. (Because the incorporeal attacker does not have a Strength score, its Strength
modifier is +0.)
According to the Dungeon Master's Guide, a ghost touch weapon functions as either a corporeal or incorporeal object,
whichever is better for the wielder at the time. This is convenient for an incorporeal creature that wants to carry a ghost
touch weapon through a wall. What this means when an incorporeal wielder uses a ghost touch weapon to attack a corporeal
foe is not quite clear, though. Presumably, an incorporeal wielder can choose which way the weapon acts at the time of the
attack; this does not require an action on the wielder's part, and the wielder can make the choice even when it is not the
wielder's turn. (For example, when the wielder uses the ghost touch weapon for an attack of opportunity.)
When an incorporeal attacker wields a ghost touchweapon as a corporeal weapon, the attack is resolved against the
defender's normal Armor Class. An incorporeal attacker wielding a ghost touch weapon in this manner can use the weapon to
make a disarm or sunder attack. If the weapon can be used for a trip attack (see the weapon's description in Chapter 7 of the
Player's Handbook), an incorporeal attacker can make a trip attack with it.
When an incorporeal attacker wields a ghost touchweapon as an incorporeal weapon, the attack is resolved as an incorporeal
touch attack. If the attack hits, the weapon deals the normal damage for a weapon of its kind, plus any bonus damage from
its enhancement bonus, but no Strength modifier applies. If an incorporeal creature fires ghost touch ammunition or throws a
ghost touch weapon, the projectile or weapon becomes corporeal the moment it leaves the incorporeal creature's possession,
though it retains the ghost touch property.
The foregoing suggests that a corporeal attacker could choose to wield a ghost touch weapon as either a corporeal or an
incorporeal weapon as well, but I don't recommend that you do so. The ghost touch property isn't priced to reflect such a
potent ability. If you don't like the disparity in abilities between corporeal and incorporeal wielders, I recommend that you
always have attackers use ghost touchweaponry as a corporeal attack (except that the weapon still ignores incorporeal miss
chances).
Attacking Incorporeal Creatures
As noted above, a corporeal creature has a 50% chance to fail when it attacks an incorporeal creature, and it must use a
magic weapon or some kind of magical attack to have any chance to harm the incorporeal creature at all. The failure chance
arises from an incorporeal creature's intangible nature -- there's simply no telling if the attack will prove effective. The failure
chance applies even to attacks that normally require no attack roll, such as spells and supernatural abilities. For example, a
lightning bolt or a dragon's fiery breath both have a 50% chance to fail when aimed at incorporeal creatures. If an attack
affects an area that contains multiple incorporeal creatures or otherwise affects multiple incorporeal creatures, check the
failure chance separately for each creature. One attack may fail against some incorporeal creatures and succeed against
others.
The failure chance doesn't apply to nondamaging effects, such as halt undead spells. A nondamaging effect that creates some
kind of physical restraint, such as a web or entangle spell, isn't effective against an incorporeal creature. (Force barriers, such
as wall of force, still work, though.) Spells or effects that require corporeal targets or subjects, such as implosion, also don't
work against incorporeal creatures.
Normally, miss chances do not stack (a blur spell's 20% miss chance doesn't stack with the 50% miss chance for being
completely unseen, for example). In this case, however, you could combine the incorporeal miss chance with a miss chance
for attacking a concealed target because one involves uncertainty about exactly where the target is and the other involves an
immaterial target that might not vulnerable to the attack at all. To stack the miss chances, check the miss chance for
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concealment first, then check the incorporeal miss chance; if the attacker fails either miss chance, the attack misses (to save
time, you might want to check the highest miss chance first, or just roll both of them at the same time).
Ignoring incorporeal miss chance
As noted in above, some attacks ignore the incorporeal miss chance. The list includes the following:
Force
Anything with the force descriptor has no miss chance against incorporeal subjects. This includes attacks (such as magic
missile) and force barriers (such as wall of force).
Positive Energy
Unfortunately, the game has no positive energy descriptor, so you have to study a spell or effect's description to find out if it
involves positive energy. The cleric's ability to turn undead creatures is a positive energy effect. The various cure spells also
involve positive energy; however, to deliver a cure spell you must touch a creature and your touch is not a positive energy
effect. If you're corporeal, your touch attack has a 50% miss chance and if you fail that chance, your touch attack misses and
you don't deliver the spell (but you're still holding the charge as noted on page 176 of the Player's Handbook). If you pass the
miss chance, you make a melee touch attack against the incorporeal creature and, if you hit, you deliver the spell. The rules
don't say so, but you use the same procedure for any other touch range spell. If your touch attack avoids the miss chance, a
successful hit delivers the spell to an incorporeal recipient, even if the spell is not a positive energy effect.
Mass versions of cure spells, such as mass cure light wounds, that deliver positive energy over a distance, don't have a miss
chance against incorporeal creatures.
Negative Energy
The notes for positive energy apply equally to negative energy.
Ghost Touch Weapons
Weapons with the ghost touch property ignore the incorporeal miss chance.
Incorporeal Attackers
Any attack or effect that an incorporeal creature launches ignores the incorporeal miss chance.
Holy Water
You can splash an incorporeal undead creature with holy water to damage it, but the attack has a 50% miss chance. The
Player's Handbook says you must be adjacent to an incorporeal creature to use holy water against it. There's no reason,
however, why you couldn't use the rules for splash weapons. Just aim the holy water at a grid intersection near the creature
as noted on page 158 of the Player's Handbook. This trick works only if the incorporeal creature is adjacent to the grid
intersection you choose and if it is not getting total cover from a corporeal creature or object (see Combat Tactics for
Incorporeal Creatures).
Special Attacks
An incorporeal creature's lack of a physical body makes certain special attacks moot. For example, a corporeal creature can't
bull rush or overrun an incorporeal creature (but it could try to move into its space; see Using Creatures as Cover). A
corporeal creature also cannot trip an incorporeal creature.
Armor Classes for Incorporeal Creatures
An incorporeal creature has a base Armor Class of 10, just as any other creature does. The creature's size and Dexterity
score also affects an incorporeal creature's Armor Class in the usual way. An incorporeal creature also has a deflection bonus
to Armor Class, which is equal to its Charisma modifier, but is always at least +1. This represents the effect that the
incorporeal creature's real but nonphysical presence has on the battlefield.
Ghost Touch Armor
Ghost touch armor provides a corporeal creature with its full armor bonus (armor bonus from the armor's kind plus the
armor's enhancement bonus) against incorporeal touch attacks (but not regular touch attacks). For example, a dwarf wearing
+2 ghost touch half-plate gains the +2 enhancement bonus from the armor and the +7 armor bonus from the half-plate
against a spectre's incorporeal touch attack.
When an incorporeal creature wears ghost touch armor, things are little different. Only the armor's enhancement bonus
applies to the creature's Armor Class; the basic armor bonus from the armor does not apply. For example, a spectre wearing
+2 ghost touch half-plate gains only the +2 enhancement bonus from the armor and does not benefit from the armor +7
armor bonus. The +2 enhancement bonus from the ghost toucharmor is an armor bonus. It applies against incorporeal touch
attacks, but not against other kinds of touch attacks (such as rays or touch-range spells).
An incorporeal creature wearing ghost touch armor remains incorporeal and the normal miss chance applies to most attacks
made against it. An attack with aghost touch weapon must contend with the ghost touch armor's enhancement bonus, but
not with the base armor, as noted above.
An incorporeal creature wearingghost toucharmor isn't actually carrying the armor around -- it just floats along with the
creature. The armor is effectively weightless when an incorporeal creature wears it. The armor does not encumber the
incorporeal creature, and the armor's Dexterity cap does not apply. The spectre wearing +2 ghost touch half-plate from our
previous example has an Armor Class of 17 (+3 Dex, +2 deflection, +2 armor).
If you're uncomfortable with the foregoing text and you would like the ghost touch armor to work pretty much the same way
no matter who wears it, you need to figure out how a creature with no physical body and no Strength score wears armor and
you also need to figure out its encumbrance. A fairly easy way to handle this is to use the incorporeal creature's Charisma
score as its Strength score for purposes of determining the creature's load. The rules say that a creature cannot fly when
carrying more than a light load, but you may want to waive that rule for incorporeal creatures (which often have only a flying
speed). You also may want to give an incorporeal wearer the full benefit of the base armor's armor bonus and apply the
appropriate speed reductions and Dexterity cap for the base armor.
No matter what rules you use for an incorporeal wearer, an incorporeal creature wearing ghost touch armor retains its ability
to pass though solid objects and all the special defenses that go along with being incorporeal.
Combat Tactics for Incorporeal Creatures
Even a dull-witted incorporeal creature should know enough to use these combat tricks when fighting corporeal creatures.
The notes in this section were drawn in part from the upcoming Libris Mortis tome from Wizards of the Coast.
Staying Mobile
Thanks to their flying speeds and ability to pass through (or at least enter) corporeal objects or creatures, incorporeal
creatures enjoy unmatched mobility no matter what conditions prevail on battlefield. In fact, the more cramped or choked
with obstacles a battle proves, the greater an incorporeal creature's advantage in mobility over a corporeal foe. An
incorporeal creature should move around frequently. When it does so, it should take the shortest available route between two
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points, which might take it through solid objects. Even when an incorporeal creature cannot move straight through an object
because the object is thicker than the creature's face, it usually can cut corners by entering the object briefly.
Using Objects as Cover
An incorporeal creature's ability to pass through (or at least enter) corporeal objects or creatures can prove most
exasperating to corporeal foes. In general, an incorporeal creature can claim cover whenever it enters an object that's the
same size category that it is or one size category larger. If the incorporeal creature enters an object at least two size
categories larger than itself, it has total cover. If, however, the incorporeal creature makes a melee attack outside the larger
object's space, it only has cover unless it can retreat back into the object after the attack. For example, if an incorporeal
creatures makes a melee attack, then uses a 5-foot step to enter an object at least two sizes bigger than it is, the incorporeal
creature has total cover. If the incorporeal creature instead leaves or reaches out of the same object and then attacks, it
cannot take a 5-foot step and gains only cover from the object. In either case, the incorporeal creature only has cover while it
makes the melee attack.
Using Creatures as Cover
An incorporeal creature can move through corporeal creatures as well as objects. Likewise, a corporeal can move through an
incorporeal creature.
When trying to move through a creature, you provoke an attack of opportunity from that creature when you enter its space.
To actually enter the other creature's body, you must make a successful touch attack (or incorporeal touch attack) against
the other creature. This represents the difficulties involved in actually slipping into the other creature's body. If the attack
fails, you must go back to the last space you left. Attempting to move into the other creature's space counts against your
movement for the turn, but going back a space does not.
A creature threatens its own space, so you provoke an attack of opportunity when leaving its space.
An incorporeal creature inside a corporeal creature gains cover as noted above. When an incorporeal creature uses a
corporeal creature for cover, that cover lasts only so long as the two creatures share the same space. If either the incorporeal
creature or the corporeal creature moves away from the shared space, there's no more cover.
When an incorporeal creature is the same size or one size larger than a corporeal creature whose space it shares, the
corporeal creature gains concealment. If the incorporeal creature is two or more sizes larger, the corporeal creature has total
concealment. However, if the corporeal creature reaches outside the incorporeal creature's space to make a melee attack, it
has only concealment unless it can retreat back into the incorporeal creature's space afterward as noted above.
You normally could enter the other creature's space due to a difference in size (see page 149 in the Player's Handbook); no
touch attack is required. No touch attack is required to simply move through an ally's space or a helpless creature's space. If
you don't make the touch attack and succeed, however, you don't get concealment or cover from the other creature.
Force Effects
A force effect that completely surrounds the user's body, such as the mage armor spell or bracers of armor, prevents an
incorporeal creature from occupying the user's space and vice versa, though two creatures' relative sizes might still allow
them to share the same space, as noted above.
Incorporeal Combat Miscellany
Remember that incorporeal creatures cannot see through solid objects. When an incorporeal creature claims total cover from
an object (or creature), it cannot see anything and is effectively blinded.
An incorporeal creature can make a Listen check to locate corporeal creatures it cannot see (see above). It gains a +2 bonus
on Listen checks when inside a solid object.
If you're playing an incorporeal creature in combat against corporeal foes, make sure you don't act on information that the
incorporeal creature doesn't have. It's pretty difficult, for example, for an incorporeal creature hiding inside a wall or floor to
emerge in exactly the right spot to attack round after round (unless the corporeal foes are foolish enough to stay in one
place, or are compelled to do so). In most cases, the incorporeal creature will make a Listen check and determine a corporeal
creature's location. After that, the incorporeal creature will have to emerge at least partly from the object where it is hiding to
make an attack.
Incorporeal Against Incorporeal
Incorporeal creatures can interact physically with each other -- at least as much as that is possible for creatures that lack
physical bodies. They can attack each other without an incorporeal miss chance and they can attempt certain special attacks
against each other, as noted here.
Grappling
You can resolve grapple attempts using the rules on pages 155-157 of the Player's Handbook, except that an incorporeal
creature uses its Charisma modifier instead of its Strength modifier when it makes a grapple check. Remember that grappling
combat begins with an initial grab attempt, not a grapple check. When one incorporeal creature tries to grab another, it
makes a melee touch attack and uses its Dexterity modifier for the attack.
Overrun
When one incorporeal creature tries to overrun another, use the attacker's Charisma modifier for the opposed check. The
defender can use its Charisma modifier or its Dexterity modifier. Incorporeal creatures can't fall, so it's best to assume that
they can't be knocked prone if they fail an opposed check. Instead, just assume that the loser is moved 5 feet in a direction
of the winner's choosing; this doesn't count as part of the loser's movement. If a barrier that is impassable to an incorporeal
creature prevents movement in the direction the winner chose, it must choose a different direction.
Trip
Although one incorporeal creature can grab another, you can't make an incorporeal creature fall down, even if you're
incorporeal yourself.
Etherealness
The Basics and Misconceptions of Etheralness
The fundamental thing to remember about etherealness is that an ethereal creature or object is not present on the Material
Plane. The Ethereal and the Material Plane are coexistent (see page 150 in the Dungeon Master's Guide), which makes
interactions between creatures on the two planes fairly common.
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With respect to creatures and objects on the Material Plane, an ethereal creature has many of the properties of invisibility and
incorporeality. In fact, the rules often speak of ethereal creatures as invisible and incorporeal. Unfortunately, an ethereal
creature is not really invisible (just unseen) and it is not incorporeal at all (though it can do many of the same things that an
incorporeal creature can do). This last point is worth repeating: The rules tend to use the terms etherealness and
incorporeality interchangeably because it is convenient to do so, but the two are not equivalent. Here's a summary of the
abilities and properties an ethereal creature has with respect to objects and creatures on the Material Plane:
Effective invisibility and silence
Although a creature on the Ethereal can see indistinctly into the Material Plane (see pages 151 and 293 in the Dungeon
Master's Guide), creatures on the Material Plane can't see into the Ethereal without some kind of magical aid. A detect
invisibility or true seeing spell used on the Material Plane reveals things on the Ethereal.
Because an ethereal creature or object is not actually present on the Material Plane, a creature on the Material Plane cannot
make a Spot or Listen check to notice or locate it (because there's nothing at hand to see or hear). Likewise, nonvisual
senses such as blindsense, blindsight, scent, and tremorsense can't discern or locate ethereal things.
Immaterial and weightless
Because the Ethereal and the Material Plane are coexistent, each point on the Material Plane corresponds with a point on the
Ethereal and vice versa. To an observer on the Material Plane, a creature moving on the Ethereal seems to float along the
Material Plane landscape. It also seems to move right through material objects and creatures. That's because most things on
the Material Plane don't exist on the Ethereal.
Unlike an incorporeal creature, an ethereal creature doesn't have to stay adjacent to the object's exterior when it enters the
object, so it can pass through an object of any thickness. An ethereal creature cannot see through opaque objects on the
Material Plane; when within a material object, an ethereal creature cannot see anything on the Material Plane, though it
usually can see other ethereal things.
An ethereal creature can hear sounds from the Material Plane. Unlike an incorporeal creature, it does not get a Listen bonus
when it is inside a solid object.
Force effects extend into the Ethereal Plane, so a force barrier, such as a wall of force, blocks an ethereal creature.
The Ethereal Plane has no gravity. A creature on the Ethereal can move in any direction using its fastest speed rating.
Hazards and obstacles on the Material Plane don't interfere with an ethereal creature's movement or damage the ethereal
creature (but see Combat with Ethereal creatures).
Unable to affect creatures or objects on the Material Plane
An ethereal creature cannot touch, damage, move, or otherwise physically interact with things on the Material Plane.
It goes without saying, but ghost touch weapons an ethereal creature wields don't affect targets on the Material Plane. Spells
and other magical effects that an ethereal creature uses don't have any affects on the Material Plane, and neither do
extraordinary abilities.
Combat With Ethereal Creatures
Although ethereal creatures can't do anything to affect creatures on the Material Plane, the opposite isn't true. Any magical
effect with the force descriptor extends to the Ethereal when it is created on the Material Plane (the opposite is not true). A
caster can target a spell such as magic missile, for example, at an ethereal creature.
Because ethereal creatures can see into the Material Plane, gaze attacks used on the Material Plane also affect ethereal
creatures. The rules don't mention it, but you reasonably can assume that a creature looking into the Ethereal Plane with a
divination spell (such as true seeing or see invisibility) would be susceptible to a gaze attack from an ethereal creature.
Two ethereal creatures can fight and affect each other in the same way that two creatures on the Material Plane can, except
that combat on the Ethereal Plane takes place in three dimensions.
Ghosts
Thanks to its manifestation power, ghosts get most peoples' votes for the most troublesome denizens of the Ethereal Plane.
The Basics of Ghosts
The most important thing to remember about a ghost is that it is ethereal, not incorporeal, until it uses its manifestation
power to move onto the Material Plane. Once a ghost does so, it becomes an incorporeal creature on the Material Plane,
though it also remains on the Ethereal Plane as well. Although the ghost template lists the ghost as an incorporeal creature, it
is not incorporeal until it manifests and even then it is only incorporeal with respect to the things on the Material Plane. To
anyone or anything on the Ethereal, even a manifested ghost is corporeal.
As a supernatural ability, manifestation requires a standard action to use. Once manifested, a ghost also can use a standard
action to fully return to the Ethereal Plane.
With respect to the Material Plane, a manifested ghost functions just like an incorporeal creature as described above, except
for two things: A manifested ghost can move through a creature or object of any size (thanks to its etherealness). A
manifested ghost that has a magic weapon with it on the Ethereal Plane can use the weapon to strike creatures. A manifested
ghost using a magic weapon that is not a ghost touchweapon is making an incorporeal touch attack. The ghost's Strength
modifier doesn't apply to the attack roll (even for a melee attack) or to the damage roll. The ghost's Dexterity modifier
applies to the attack roll. The attack ignores armor (except ghost touch armor). The attack has a 50% miss chance.
Ghosts and Ghost Touch Items
A manifested ghost using ghost touch equipment can do so either as a corporeal or an incorporeal user, depending on exactly
where the ghost touch equipment is. If a manifested ghost finds a ghost touch weapon or ghost touch armor just lying on the
Material Plane, it can handle and use that ghost touch equipment in exactly the same way that an incorporeal creature can. If
a ghost on the Ethereal Plane has ghost touch equipment with it on that plane, however, then it uses ghost touch weaponry
as a corporeal creature on the Material Plane does when attacking a foe on the Material Plane. (That is, the ghost has no miss
chance, it makes a regular attack that must deal with the target's armor, and the ghost's Strength score applies to the attack
and damage rolls.)
Against most attacks, ghost touch armor worn on the Ethereal Plane protects a manifested ghost the same way it protects an
incorporeal creature. The ghost retains its incorporeal miss chance and gains only the armor's enhancement bonus to its
Armor Class.
Against a ghost touch weapon wielded on the Material Plane, a manifested ghost still uses its manifested Armor Class, though
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there is no incorporeal miss chance. (The manifested ghost's equipment remains insubstantial against foes on the Material
Plane.) If a manifested ghost wears ghost touch armor, the full value of that armor applies against a ghost touch weapon,
and the ghost still gets its deflection bonus for being incorporeal. If the same attacker moved to the Ethereal Plane, the ghost
would lose its deflection bonus to Armor Class.
Manifestation Miscellany
The manifestation power can prove troublesome in a few circumstances. Take a look at some suggestions on how to deal with
the worst cases.
Manifesting Inside Objects or Creatures
An ethereal ghost can move to an object's or creature's location on the Material Plane and then manifest so that it appears
inside the creature or object. Treat this just like any other attempt to move through a creature or object, except, as noted
earlier, the ghost doesn't have to stay adjacent to the creature's or object's exterior.
Malevolence
If the ghost has the malevolence power, there is no attack of opportunity when it enters a subject's space, and no touch
attack is required if the subject has a deflection bonus to Armor Class. If the subject makes a successful saving throw against
the malevolence attack, however, the ghost cannot enter the subject's space and must go back to whatever space it left to
use the malevolence power. The attempt to enter the subject's space counts against the ghost's movement for the turn, but
going back does not.
Returning to the Ethereal Plane
Because a manifested ghost can't exert any Strength on the Material Plane, it cannot grab things while manifested and drag
them back to the Ethereal. It could, however, seize a ghost touch item and bring that back to the Ethereal Plane (where it
could then handle the item normally). It's best to assume that a ghost can't use this trick with a ghost touch item in another
creature's possession.
A dimensional anchor spell used against a manifested ghost has little effect because the ghost already is on both the Material
Plane and Ethereal Planes. While the spell lasts, however, the manifested ghost cannot exit the Material Plane.
Gaseous Form
A creature in gaseous form has a physical body of sorts, but that body is mostly immaterial. The game doesn't describe
gaseous form in the same detail as incorporeality, but the two prove similar in many ways.
The basics of Gaseous Form
Immaterial
Gaseous creatures have some mass and physical presence, but they are literally as light as air; as a rule of thumb, you can
assume a creature's gaseous form weighs about a tenth as much as it did in solid form. Gaseous creatures have no material
armor, and a solid creature that becomes gaseous loses all armor bonuses from armor worn, shields carried, and any natural
armor bonuses. Dexterity, deflection bonuses, and armor bonuses from force effects still apply to the gaseous creature's
Armor Class.
Gaseous Defenses
A creature in gaseous form has damage reduction 10/magic. This reflects the mutable and elastic nature of the creature's
gaseous body.
The rules don't specifically mention it (except in the description for the gaseous form spell), but a gaseous creature isn't
subject to critical hits.
A gaseous creature does not need to breathe and it is immune to attacks involving breathing (troglodyte stench, poison gas,
and the like).
Spells, spell-like abilities, and supernatural abilities affect gaseous creatures normally.
The rules say that winds or other forms of moving air affect gaseous creatures to the extent that the wind pushes them in the
direction the wind is moving. However, even the strongest wind can't disperse or damage a creature in gaseous form.
Presumably, this means that any wind effect will move a creature in gaseous form. Assume the creature moves 10 feet for
each mile per hour of wind speed; apply this movement at the end of the gaseous creature's turn. This movement doesn't
count against the gaseous creature's movement for the turn.
A solid creature can't bull rush or overrun a creature in gaseous form (but it might be able to move into its space, see
Abilities). A solid creature cannot trip a creature in gaseous form, and a gaseous creature cannot fall.
Limitations
The rules don't say exactly what a gaseous creature can do, but they're pretty clear about what it cannot do. It cannot
manipulate objects or activate items, even those carried along with its gaseous form (see below).
A gaseous creature cannot make any attacks (though a gaseous creature may have some special attack form), or cast spells
with verbal, somatic, material, or focus components. If a solid creature has a touch spell ready to use, that spell is discharged
harmlessly when the creature assumes gaseous form. A creature in gaseous form cannot speak, enter water, or run. When a
creature assumes gaseous form, it loses supernatural abilities -- except for the supernatural ability to assume gaseous form
and the ability to return to solid form.
Abilities
So what can a gaseous creature do? It can move by flying. If no flying speed is listed for the creature, assume a flying speed
of 10 feet and perfect maneuverability. It cannot pass through solid objects, but it can move through any opening that is not
airtight, even a pinhole or crack. The rules don't say how quickly a gaseous creature can cram itself through a restricted area.
I recommend that you allow a gaseous creature of any size to move through a space at least 6 inches square without
squeezing or losing speed no matter what the creature's size category. Allow the creature to move through a space at least 1
inch square, but less than 6 inches square as hampered movement (double movement cost, see page 163 in the Player's
Handbook) and a space less than 1 inch square at a rate of 5 feet per action spent moving. I also recommend that a gaseous
creature suffer no penalties for squeezing into a tight space.
A gaseous creature of any size can move through other creatures' spaces just as incorporeal creatures can (see above),
though they cannot give or claim cover or concealment by hiding inside a creature or object. A gaseous creature provokes an
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attack of opportunity from a creature whose space it enters. A creature threatens its own space, so a gaseous creature also
provokes an attack of opportunity when leaving that space. Likewise other creatures can enter a gaseous creature's space;
most gaseous creatures cannot make any attacks, if so, it cannot make attacks of opportunity, even if another creature
enters its space. If a gaseous creature has a deflection bonus to Armor Class, a creature entering its space must make a
successful touch attack to enter the space; see above for details.
A gaseous creature has a Strength score, but it has no way to affect solid objects except by moving over them in a puff of air.
To simulate that, try this. As a full-round action, a gaseous creature can attempt to create a wind effect in its own space. The
wind speed is equal to the gaseous creature's Strength score plus the gaseous creature size modifier for grappling attacks:
Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16. Refer to Table
3-24 in the Dungeon Master's Guide and to the text that accompanies it for wind effects.
A gaseous creature cannot use a wind effect to handle material components for a spell or to complete somatic components
for a spell. It can, however, use feats (namely Silent Spell, Still Spell, and Eschew Materials) to cast spells.
When a creature becomes gaseous, everything it was holding or wearing becomes gaseous (and nearly weightless) along with
it. The rules are unclear about exactly what happens to other creatures that you might hold or carry when you become
gaseous. In general, you should assume that an ability to become gaseous extends only to the user. You can make a
reasonable exception for creatures you carry tucked into your clothing (or that you pick up and tuck into your clothing), and
that can include a familiar, cohort, or animal companion if the creature is small enough to fit into your clothing. Of course, if a
familiar, cohort, or animal companion has the share spells ability and you (the master) cast the gaseous form spell on
yourself, you can share that spell with the creature.
Translucent
Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check; distance between the spotter and the
gaseous creature increases the DC as noted in the Spot skill description.
A creature in gaseous form can attempt to hide in an area with mist and smoke, and it gains a +20 Hide bonus when doing
so.
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Using magic items
Foreword
From the player's or DM's point of view, a magic item is an object that provides the user with some paranormal ability that is
stored or channeled within the object itself. Nothing puts a sparkle in a player's eye quite like a magic item. It represents
power in the game world and serves as a badge of success among other players. Most of us just can't get enough magic
items. Unfortunately, a magic item that looks cool on a character sheet can cause trouble in play, especially when the DM and
the player can't quite agree on exactly how the thing works, as is often the case when the course of an adventure hangs in
the balance.
Some Key Terms
Here are a few terms you'll encounter in the rules when they discuss magic items.
Activation
To make use of a magic item's powers, you must activate the item. In most cases, activating an item requires the activate
magic item action, which is a standard action (see pages 138 and 139 in the Player's Handbook for more on standard actions)
that does not provoke an attack of opportunity.
All magic items in the core D&D game use one of four activation methods: Spell completion, spell trigger, command word,
and use-activated. All of these are discussed on page 213 in the Dungeon Master's Guide and below.
Aura
Most magic items have magical auras that detect magic spells can reveal. The power and school of an item's aura is shown in
the item's description. See the detect magic spell description for details.
Caster Level
Every magic item has a caster level, which the item's description shows. An item's caster level determines the item's own
saving throw bonuses when the item must make a saving throw. If an item can produce a spell effect, its caster level
determines any level-based variables the spell effect might have (such as range and damage). An item's caster level also
determines how susceptible the item or the spell effects it produces are to dispel magic effects.
Charge
A discrete unit of an item's power that is used up when someone activates the item. For example, a newly created wand has
50 charges. An item becomes nonmagical when all its charges are used up.
In general, a charged item cannot be recharged.
Item Slot
A specific part of the user's body where an item must be worn before it can function. Sometimes it is simply called a slot.
Market Price
The cost, in gold pieces, that an item brings on the open market. Sometimes this is simply called price. An item's market
price is a retail price (or the price a character must pay when buying the item). Characters who sell used items can expect to
get only half the market price.
Kinds of Magic Items
The D&D game divides magic items into nine broad categories, which are described in Chapter 7 of the Dungeon Master's
Guide. Individual magic item descriptions tend to be very brief, and many details that determine how an item works in play
are contained in the notes for the item's category. Here's an overview:
Armor and Shields
These protective magic items work just like their nonmagical counterparts (see Chapter 7 in the Player's Handbook). That is,
a magic heavy shield works pretty much just like a nonmagical heavy shield in addition to any magical properties it has.
Though the rules don't come right out and say so, you must wear magic armor to use any of its abilities. Likewise, you must
pick up a magic shield and either hold it in your hand or strap it to your arm (or what passes for an arm if you're not
humanoid), or both as appropriate for the kind the shield, to get any benefit from the shield.
Most purely defensive properties that a set of magic armor or a magic shield has (such as enhancement bonus to Armor
Class, resistance to energy, or the like) work continuously once you don the armor or have the shield ready on your arm.
Most other special abilities (such as attacking foes or magical travel) require you to both wear the armor (or properly wield
the shield) and speak a command word.
All magic armor and shields are masterwork items, and any armor check penalties they impose on you are reduced by one
point, to a minimum of 0. (Just in case you're wondering, arcane spell failure chances aren't reduced unless the item
description specifically says so or the item is made from a special material that reduces them, such as mithral.)
Prices given for armor assumes armor made for Medium humanoids. Armor for most other creatures entails an additional
cost, as noted on pages 123 in the Player's Handbook. When armor is made for an unusual creature, subtract the armor cost
for a Medium humanoid and then add the armor cost for the unusual creature.
For example, a suit of +1 half-plate armor usually costs 1,750 gp, which includes 1,000 gp for the +1 enhancement, 600 gp
for a suit of half-plate armor, and 150 gp for masterwork armor. A suit of +1 half-plate barding for a war horse would cost
3,550 gp, which includes 1,000 gp for the +1 enhancement, 2,400 gp for a suit of half-plate armor for a large nonhumanoid
wearer, and 150 gp for masterwork armor.
Weapons
Like magic armor and shields, magic weapons function just like normal weapons, and they're masterwork items, too. Even if
a magic weapon's magical properties are suppressed (as they would be in an antimagic field), the weapon still provides a +1
enhancement bonus on attack rolls thanks to its masterwork quality.
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The rules don't say so, but you must hold a magic weapon in one or two hands (as appropriate for the weapon) to use any of
its magical properties. You cannot, for example, use a sword's spell-like abilities while you have the sword put away in its
scabbard.
You get any enhancement bonus on attack rolls that the weapon provides simply by attacking with the weapon. Most other
powers, however, require you to hold the weapon and speak a command word.
Most magic ranged weapons that use ammunition impart some of their magical properties to ammunition fired from them.
The ranged weapon's enhancement bonus on attack and damage rolls applies to the ranged attack, even if the ammunition
isn't magical, and the ammunition overcomes damage reduction just as if it were a magic weapon itself. If both the
ammunition and the weapon have enhancement bonuses, however, they do not stack under the D&D 3.5 rules (they did
stack in D&D 3.0), only the highest enhancement bonus applies. If the weapon has an alignment, it imparts that alignment to
the ammunition, and the ammunition overcomes damage reduction accordingly. If the ammunition already has an alignment,
it has both its own alignment and the weapon's alignment when fired, even if those two alignments are opposed to each
other. (The Dungeon Master's Guide uses the example of anarchic ammunition fired from an axiomatic weapon, making the
ammunition both lawful and chaotic when fired; see page 221.)
When a ranged weapon has another magical property that can affect things the weapon hits in combat, the weapon might
also impart that property to ammunition fired from it; see the descriptions for the various weapon powers on pages 223-226.
For example, a flaming bow imparts the flaming property to arrows fired from it.
If the ammunition already has one or more magical properties, add the weapon's properties to the ammunition's properties.
DMs can, and probably should, place some limits on what properties ammunition can receive. For example, it probably
wouldn't do for ammunition to receive the same property twice; that is, you'd get no extra effect from firing arrows with the
flaming property from a bow with the flaming property.
Like armor, weapon costs assume a Medium wielder; adjust the cost for bigger or smaller wielders as noted for armor.
Potions and Oils
These items are essentially precast spells in liquid form. You trigger the spell by drinking the potion or smearing on the oil;
this is a standard action that provokes attacks of opportunity.
If an attack hits you while you're drinking a potion or applying an oil, you must make a Concentration check. The check DC is
10 + the damage dealt. The rules say that you make the check exactly as if you were casting a spell, which would make the
check DC 10 + spell level + the damage dealt; however, you aren't really casting a spell when you're drinking a potion or
applying an oil, so the spell level isn't relevant. Using a potion or oil on yourself is always a standard action, no matter what
casting time the stored spell normally requires (see below).
If you fail a Concentration check while drinking a potion or applying an oil, you can't use the potion or oil, but the item isn't
wasted. You foes, however, can direct their attacks (even attacks of opportunity) at the vial containing the potion or oil and
could break the container and effectively destroy the potion or oil.
Rings
To use a ring, you must wear it on your hand (or on what passes for a hand). Most rings are activated with a command word,
but some work continuously once you put them on, and some work automatically whenever you do something that the ring
affects. In general, when a ring produces a spell effect, you must use a command word to activate it. Rings that give you
some kind of bonus (such as a skill bonus or an Armor Class bonus) work continuously or work automatically when you need
them. Rings with defensive abilities usually work continuously, and rings that allow some kind of attack (such as shooting
stars or ramming) require a command word. In most cases, the ring's description will at least give you a hint about how the
ring is activated -- look for words and phrases such as "on command," "continuously," or "as a free action." Note that even
when you can activate an item as a free action, you usually can do so only during your turn. Beware of rings that produce
spell effects with unusual casting times, however. For example, a ring offeather falling requires a free action to activate
because you cast the spell as a free action. You also can activate the ring when it's not your turn, just as you can cast the
spell when it isn't your turn.
Rings generally fit any corporeal creature, regardless of the creature's size. If you don't have a detect magic spell handy, you
could try to put on a ring you've found. If it just happens to fit, it could be a magic ring. (Though a crafty DM might decide
that a magic ring won't resize itself unless you know it's magical before you put it on.)
Rods
Rods look like short sticks or scepters, and some of them are heavy and sturdy enough to function as clubs or maces.
Many rods are activated by command word, though a few require some specific action, such as pressing a catch in the rod or
planting the rod in the ground, and some rods work automatically. Most of the comments on activating rings also apply to
rods, but it always pays to check the rod's description for the activation method. Some rods have different activation methods
for different functions. For example, you can configure a rod of lordly might to serve as various kinds of weapons, and you do
so by pressing catches on the rod. Manipulating a catch works just like drawing a weapon (see the first paragraph in the rod's
description). That means you can operate a catch as a move action, or as part of a move action if your base attack bonus is
at least +1. Presumably, you can operate a catch as free action if you have the Quick Draw feat. A rod of lordly might also
has spell-like abilities that require a command word (and thus a standard action) to activate, though some of those work by
touch, so your standard action to activate the spell-like ability also includes the touch attack.
Scrolls
A scroll is essentially a precast spell in written form. Scrolls can be tricky to use because you must first decipher the writing
on them and then read the scroll. The whole process is detailed on page 238 in the Dungeon Master's Guide. Also see the
Spell Completion section below for notes on activating scrolls.
Staffs
A staff holds several different spell effects that you trigger with the spell trigger activation method (see below). A staff has
charges, and you expend one or more charges whenever you use the staff.
To activate a staff, you must hold it forth in at least one hand (or whatever passes for a hand) and speak a single word.
A staff is about the size of a quarterstaff made for a Medium creature, and you could assume that a staff can't function as a
Medium masterwork quarterstaff. In fact, Table 7-32 in the Dungeon Master's Guide says that the cost to create a staff
includes 300 gp for a masterwork quarterstaff (though this is not mentioned in the notes for staff creation on page 287).
Staffs also are unusual because the user's caster level and spell save DC modifiers can be used instead of the staff's (see
below).
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Wands
A wand is a fairly flimsy stick that holds a single spell. Wands have charges; activating a wand releases the spell in it and
consumes a charge.
Wands use the spell trigger activation method (see below). To activate a wand, you must hold it one hand (or whatever
passes for a hand) and speak a single word.
Wondrous Items
This is a catchall category for anything that doesn't fall into the other groups.
Using a wondrous item usually requires you to wear the item (if it's something that's usually worn, such as a cloak, boot, or
gauntlet), or held in the hand (if it's something that's usually held, such as a tool or musical instrument). A few wondrous
items work whenever you carry the item with you, for example, a pearl of power. Bigger items, such as magic mirrors, have
to be propped up or attached to a wall. And a couple of wondrous items are just plain weird. For example, you have to toss
an ioun stone into the air so that it can orbit your head. As always, check the item's description to find out how it's used.
The notes on activating rings generally also apply to wondrous items.
Also like rings, wondrous items that have to be worn adjust their sizes to fit any user.
Activating Magic Items
Pages 211-215 of the Dungeon Master's Guide explain item activation in detail, and the introductory text for the various kinds
of items in Chapter 7 of the Dungeon Master's Guide contains additional information. This section summarizes that material
and offers some additional remarks.
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a
spell is the time required to activate the same power in an item, regardless of the kind of magic item or its activation method,
unless the item description specifically states otherwise (see page 213 in the Dungeon Masters Guide). Potions (and oils) are
an exception. Drinking a potion or applying an oil to yourself is always a standard action, no matter what the stored spell's
casting time is. Administering a potion or oil to an unconscious ally is always a full-round action (see page 229 in the
Dungeon Master's Guide).
When activating an item requires an action from you, you usually also must speak; the rules don't say so, but you reasonably
can assume that doing so is much like completing a spell's verbal component. You must speak in a strong voice, and anything
that keeps you from speaking, such as a silence spell or being pinned in a grapple, keeps you from activating the item.
Spell Completion
This is the activation method for scrolls. A scroll is a spell that is mostly finished. The item user must complete the spell's
verbal and somatic components (if it has any), but does not need any material, focus, or XP components the spell might
have. (The character who scribed the scroll provided those.)
To use a spell completion item safely, you must be of high enough level in the right class to cast the spell already. If you
can't already cast the spell, there's a chance you'll make a mistake, as noted on page 238 of the Dungeon Master's Guide. To
activate a spell trigger item with an arcane spell on it, you must have levels in a class able to cast arcane spells. Likewise, to
activate a spell trigger item with a divine spell on it, you must have levels in a class able to cast divine spells. If you don't
have enough levels in the class to cast any spells yet, you can still try to use a spell trigger item, but your effective caster
level for activating the spell is 0.
If a scroll has a caster level higher than your own, you have to make a Spellcraft check (DC = 1 + the scroll's caster level) to
activate the scroll. If you fail the check, you don't activate the scroll and the scroll isn't used up.
Activating a spell completion item usually is a standard action that provokes attacks of opportunity exactly as casting a spell
does.
If the spell contained in a spell completion item has a casting time other than 1 standard action, that is its activation time.
For example, a scroll containing a summon monster I spell has an activation time of 1 round because that's the casting time
for the spell.
The rules don't say so (probably because it's an obvious point), but you must be able to see a scroll to read it. If you're
blinded, you can't activate a scroll, and you also cannot do so if darkness, fog, or some other condition keeps you from seeing
the scroll. Darkvision lets you see in nonmagical darkness, and that allows you to read scrolls in nonmagical darkness.
Whenever you activate a scroll, you still need to make any Concentration checks you'd normally need to make to cast a spell,
and the spell on the scroll is wasted if you fail the check. For example, if you're damaged while activating a scroll, you must
make Concentration check to cast the spell. You can activate a spell completion item defensively; the required Concentration
check DC is the same as the DC to cast the spell. If you fail the check, the spell is wasted.
Spell completion items are also subject to arcane spell failure if you use them while armored. If you fail an arcane spell failure
roll while using a spell completion item, the spell is wasted.
You can’t activate a spell completion item if the spell stored in the item isnt on your class spell list or if your ability scores
would not allow you to cast the stored spell. For example, a single-classed bard cannot cast a fireball spell from a scroll,
because fireball isnt on the bard spell list (see the entry on spell trigger items for a discussion of class spell lists). Likewise, a
wizard with an Intelligence score of 12 could not cast a fireball spell from a scroll because a wizard needs an Intelligence
score of at least 13 to cast a 3rd-level spell.
Spell Trigger
This is the activation method for wands and staffs. Activating a spell trigger item requires no gestures or spell finishing, but
you must speak a single word, and you must hold the item in your hand (or what passes for your hand).
To use a spell trigger item, you must have the spell that is stored in the item on your class spell list. You can use the item
even if you're not high enough level to cast the stored spell (or even high enough level to cast any spells at all). It doesn't
make any difference if the stored spell is arcane or divine, and your ability scores dont matter.
See the Player's Handbook (or other appropriate rulebook) for your class spell list. If you have a prohibited school of spells (if
you're a specialist wizard, for example), the spells from that school aren't part of your class spell list. If you have access to
clerical spell domains, the spells in the domains you've chosen are on your class spell list (spells from domains you could
have chosen, but did not, are not on your class spell list). If you're multiclassed, you can use a spell trigger item that stores a
spell that is on at least one of your class spell lists.
If a spell trigger item stores more than one spell (for example, a staff), you may find that you can use only some of the
item's functions.
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Activating a spell trigger item is a standard action that does not provoke attacks of opportunity. If the spell stored in a spell
trigger item has a casting time other than 1 standard action, that is its activation time.
Command Word
This is the default activation method for rings, rods, and wondrous items when the item description doesn't mention another
activation method. To use a command word item, you speak the command word and the item activates. You need no other
special knowledge, but you must hold or wear the item as appropriate for that item (see above).
Activating a command word magic item is a standard action and does not provoke attacks of opportunity. If a command word
item produces a spell effect and that spell has a casting time other than 1 standard action, that is the item's activation time.
A command word usually is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in
common use. Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden
within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command
word.
As noted in the Dungeon Master's Guide, the Knowledge (arcana) and Knowledge (history) skills might be useful in helping to
identify command words or deciphering clues regarding them. A successful check against DC 30 produces the word itself. If
you fail that check, succeeding on a second check (DC 25) might provide some insight into what the word might be. For
example, a successful check to gain insight might indicate the sort of word the command might be, such as an ancient word
for "fire" or a rhyming couplet related to the item's function.
You could possibly pick up a command word when you witness the item being used. I recommend a DC 15 Listen check.
Subtract 5 from the DC if the area is fairly quiet and add 5 to the DC if the area is very noisy (such as a typical battle). Also
apply the DC modifiers from the Listen skill description. If you have at least 5 ranks in the Spellcraft or Knowledge (arcana)
skills, you get a +2 bonus on the check.
Remember that a command word item is pretty easy to use. These tricks won't help you figure out how to use a spell
completion or spell trigger item.
The spells identify and analyze dweomer both reveal command words, as noted in the spell descriptions.
Some command-activated items use a command thought or other nonverbal command instead of command word (if so, the
item description will say so). Such items work just like command word items in play, except that you can't make a Listen
check to learn the command word. You might, however, pick up the command using a detect thoughts spell at the right
moment or by making a Spot check, as appropriate for the item in question.
Use Activated
You simply use this type of item to activate it (for example, drinking a potion, swinging a sword, wearing armor, looking
through a lens, sprinkling dust, or donning a hat). As noted above, most protective items, and items that give you some sort
of bonus on attacks, saves, or checks, are use-activated items.
Unless stated otherwise (and as stated in the Dungeon Master's Guide), activating a use-activated item is either a standard
action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that
provokes an attack of opportunity in itself. For example, a magic bow requires you to make a ranged attack, so you provoke
an attack of opportunity when you make the ranged attack.
If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's
activation is subsumed in its use and takes no extra time, use activation is not an action at all.
Use activation doesn't mean that you automatically know what an item can do if you use it. You must know (or at least
guess) what the item can do and then use the item to activate it. Sometimes, the item activates automatically when you use
it, such as when you drink a potion or swing a sword. In such cases, you can benefit from the item without even knowing it.
Sometimes, you must attempt something specific to benefit from a use-activated item. For example, if you wear gloves
ofarrow snaring, you can snatch arrows twice a day. You don't use an action to snatch the arrows, but unless you actually try
to snatch an arrow the gloves don't work.
The Use Magic Device Skill
The Use Magic Device skill allows you to activate magic items even when you could not normally do so. For example, you can
use it to activate a spell trigger item even when you don't have the spell it stores on your class spell list. You also can use the
skill to activate a command item when you don't know the command or decipher the writing on a scroll and then activate the
scroll (or other spell completion item) even when you otherwise could not.
Some people think that you need the Use Magic Device skill to activate any item, but that's not so. The Use Magic Device skill
merely provides a sort of last resort when you want to use an item that you otherwise cannot activate.
The DC for a Use Magic Device check depends on the kind of item you're trying to use, as noted in the skill description. Here
are a few additional notes for using the skill:
Blind Activation
You can use the "activate blindly" option with any kind of item. You can even use it to activate a command item when you
don't know the command (or even what the device does). If you succeed, you activate the item somehow. Successful
activation does not necessarily reveal the command to you, but you do get a +2 bonus on further attempts to activate the
item blindly.
As an unofficial rule, you might allow a character who has activated an item blindly an immediate Knowledge check (see the
section on command activation) with a base DC of 25. Give the character a cumulative circumstance bonus of +2 for each for
time the character has previously activated the item blindly. The character gets only one check for each blind activation. If
the character doesn't have the appropriate Knowledge skill, the character makes an Intelligence check (with the previously
noted circumstance bonus) instead.
The skill description doesn't say so, but there's no reason why you could not use blind activation when you don't know a spell
trigger item's function. To use this unofficial rule, you must aim the item somewhere. If you aim at the wrong place, you
might simply waste a charge from the item, or you might have a disaster on your hands (depending on what the item's effect
is and exactly where you aimed). If the spell trigger item produces a visible effect, you probably can surmise what the spell
is. Otherwise make a DC 25 Spellcraft check to determine what the spell is. If the effect is visible and your DM decides you
might not know what it is, the check DC is only 20.
Decipher a Written Spell
This works just like deciphering a written spell with the Spellcraft skill, except that the DC is higher. Deciphering a written
spell takes 1 minute. Remember that to use a scroll, you must first decipher the writing on it. Once you decipher the writing,
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you'll know what the spell is and what it does (at least as well as you know the spell if you had it in your spell book or in your
personal spell repertoire).
Items with limited uses
Many items don't work all the time but instead work only a certain number of times or a certain number of times each day,
week, or other time period.
Charged Items
Items such as wands and staffs hold only a specific number of charges. Once those charges are used up, the item becomes
inert and nonmagical. Most charged items are activated with a spell trigger or a command (see above), and they usually can
function only once a round because it takes a standard action to activate them. Some charged items work automatically,
expending their power whenever needed (a brooch of shielding for example) and they work as often as needed so long as
their charges haven't run out.
Uses Per Day
Other items work only a certain number of times each day; for example, most rods fall into this category. The rules don't
bother defining a "day" for you, and most of us can figure that out on our own. If it ever becomes important, treat a "day" as
any contiguous period of 24 hours. There is no set "recharge" time for a magic item. Instead, the item functions a set number
of times in any given period of 24 hours. For example, a rod of enemy detection works three times a day. You cannot activate
the rod three times starting at 11 PM one day, then activate it three more times starting 2 hours later (at 1 AM the next day).
Instead, you can activate the rod up to three times during any period of 24 consecutive hours. If you activate the rod at 11
PM on a given day, you can activate it only twice more during the following 24 hours. Let's say you activate the rod again at 1
AM the next day and again at 7 AM that same day. You have exhausted your daily limit of activating the rod ability at 7 AM.
The earliest you can activate the rod again is 11 PM on the second day, when you can activate the rod only once (because
you already have activated the rod twice during the preceding 24 hours). If you don't use the rod at all after 7 AM the second
day, the earliest that you will have three activations available again will be 7 AM on the third day.
Once you exhaust an item's daily use limit, the item remains magical, it just won't function for awhile.
Use Limits for Other Time Periods
The foregoing applies to other items that have use cycles longer than a day. For example, if an item works only a few times a
week, the use limit applies to any contiguous period of seven days (even if your game world doesn't use 7-day weeks).
Elapsed Time Limits
A few items work only for a certain total amount of time each day. For example, boots of speed work a maximum of 10
rounds each day. In most cases, the time you use such an item need not be continuous. For example, you can activate or
deactivate boots of speed as many times as you like in a day, so long as the boots aren't activated for more than 10 rounds
during one day (see the notes under Uses Per Day for a definition of a day). Such items are almost always command
activated and it takes a standard action to activate or deactivate them (unless you simply allow the time limit on the item to
run out).
Wearing Magic Items
As noted above, some magic items must be worn on the body before they can function. Most such items work only when
they're worn on a specific part of the body (sometimes called an item "slot") as noted on page 214 of the Dungeon Master's
Guide. For example, you cannot wear a magic cloak or shirt on your head and expect the item to work. That said, it pays to
remember that the game includes item slots mostly as a matter of convenience. The item slot rules, for example, help you
decide if it's possible to wear magic gloves under magic gauntlets (if the gauntlets are roomy enough, there's no reason you
can't wear gloves under them, but in the D&D game, you can wear only one pair of the two pairs of items.
The item slot rules also serves to keep characters from becoming overpowered (by wearing 10 rings, for example) and gives
players an important resource to manage.
It's worth noting that the item location rules in the Dungeon Master's Guide assume a humanoid body. Nonhumanoid bodies
have the same set of 12 item locations noted in the Dungeon Master's Guide, though perhaps in slightly different forms. You
can find examples in the Draconomicon and in Wild Life, Part Two (see below).
Animal Item Slots
This is the Wild Life, Part Two example : although it's easy to imagine an animal benefiting from magic equipment beyond a
simple saddle and a suit of barding, fitting a mount's physiology to the list of item slots available to characters is not an easy
task. Try the following variant list of item slots for quadruped animals (and other monsters when appropriate).
 One skull cap or helm
 One pair of lenses or goggles
 One collar
 One saddle blanket or vest
 One saddle or jacket
 One belt or strap worn in front of or over the haunches
 One pectoral or harness worn over the chest or shoulders
 One pair foreleg bracers
 One pair of foreleg shoes or mitts -- hoofed creatures wear shoes and creatures with paws wear mitts
 Two rings -- creatures with toes wear rings on the toes and creatures with hooves wear "rings" just above fore hooves
 One pair of hind leg shoes or mitts -- hoofed creatures wear shoes and creatures with paws wear mitts
Campaigns
It's also worth noting here that a campaign can get along without using item slots at all, provided that the DM carefully
controls the wealth the PCs have. For most campaigns, the wealth guidelines on page 135 in the Dungeon Master's Guide will
suffice. If you follow those guidelines and you're careful to make sure that no single character has significantly more wealth
than the all the others, you don't need to worry too much about overpowered characters. Of course, you'll still face
arguments over how many items a character can wear on one part of the body.
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When your campaign uses the item slot rules (as most do) you always can carry more items than you can wear in a particular
slot. If you wear more items in a slot than will fit, only the first one (or the first two, in the case of rings) that you put on
functions. As a rule of thumb, it takes two move actions to switch around items that you wear -- one to shed a functioning
item and put it away, and one to get out the replacement item and put it on. That assumes that you keep the replacement
item in some handy location, such as a belt pouch, and that you store the original item somewhere equally handy. Note that
you can just drop an item as a free action, but that's for things you hold in your hand. Most items you wear are made to stay
in place once you don them and it takes a little fiddling to get them off. Armor and shields have their own rules for donning
and shedding (see Chapter 7 in the Player's Handbook).
Saving Throws Against Magic Items Effects
Some magic item descriptions include saving throw DCs for the effects they produce; however, they usually do so only when
the item does something that doesn't correspond to a spell.
Most magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item,
the Dungeon Master's Guide gives the following formula: the save DC is 10 + the level of the spell or effect + the ability
modifier of the minimum ability score needed to cast that level of spell. As it happens, that formula works out to a DC 10 plus
1-1/2 times the spell level, as shown on the following table:
Save DCs for Spells or Spell-Like Effects from Magic Items
Spell Level Minimum Ability Score Ability Modifier Save DC
0
10
+0
10
1
11
+0
11
2
12
+1
13
3
13
+1
14
4
14
+2
16
5
15
+2
17
6
16
+3
19
7
17
+3
20
8
18
+4
22
9
19
+4
23
It's important to remember that the item, not the user, sets the save DCs for the item's spells or spell-like effects. In most
cases, this means that the save DC for a spell from an item is almost always lower than it would be from a spellcaster.
Staffs are an exception to the rule. Calculate the saving throw DC just as if the wielder had cast the spell. If a staff user has
an ability score lower than necessary to cast a spell stored in the staff, the character can still use the spell (provided that the
character meets the requirements for using a spell trigger item; see above), but the character still must use the lower ability
modifier. As a house rule, you might want to allow a staff user to use his own ability modifier or the minimum modifier for the
stored spell, whichever is higher.
If a staff user has a feat, item, or special ability that improves his spell save DCs, those also apply to spell the character uses
from a staff. For example, if a character has the Spell Focus (evocation) feat, the save DC bonus from that feat applies to
evocation spells the character uses from staffs.
Magic Items and Metamagic
When an item stores or duplicates a spell effect, the item user's metamagic feats (if any) don't apply to the spell. An item
could produce a spell effect that has been modified with a metamagic feat, but only when the item was made that way in the
first place. Such items are more expensive than items that store regular spells. You can see the effect of metamagic on item
prices by looking at the prices of the wands shown in the Dungeon Master's Guide.
Likewise, other feats the item user has (such as the Spell Focus feat) do not affect spells produced from items. Staffs are an
exception (see the previous section), but even a staff does not allow the user to apply metamagic feats to spell effects from
the staff.
Magic Items and Detect Magic
Any magic item has a magical aura unless some other magical effect, such as Nystul's magic aura, masks it, or something
suppresses the item's magic, such as a dispel magic spell or an antimagic field.
A magic item's aura depends on the school of magic involved in its creation or function, as noted on page 213 in the Dungeon
Master's Guide. The aura's strength depends on its caster level, as noted in the detect magic spell description. A magic item's
description contains an aura entry so you don't have to figure out the details yourself.
When a magic item has a use limit and has become nonfunctional because its use limit has been reached, the item still has a
magical aura. When a magic item has charges and its charges are exhausted, it is no longer magical and has no magical aura
(except for a dim aura that lingers for a short time after the last charge is expended).
Recharging Charged Items
Most charged items in the D&D game cannot be recharged, which is why some people complain that they can't find the
recharging rules.
A handful of items can be used again once the spells stored in them have been expended, such as the ring of spell storing
and the ring of counterspells, but these items aren't really charged, they're really long-term spell storage devices. A ring of
spell storing or ring of counterspells still has a magical aura when it doesn't hold a spell (see the ring descriptions).
The game dispenses with rules for recharging items mostly as a matter of play balance. That's because most players expect
that recharging something like a wand should be a little cheaper than making one from scratch. A fireball from a wand of
fireballs, however, has the same impact on play no matter how many charges happen to be in the wand at the time or how
many times the wand has been used before. Magic item costs in the D&D game reflect their game utility, not just the value of
magic as commodity.
If you'd like to experiment with recharging, simply use the rules for making magic items.
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Cost
To determine the cost for recharging, just divide the full market price for the item by its maximum number of charges. For
example, a wand of fireballs that has a caster level of 5th holds 50 charges and costs 11,250 gp. That means a single charge
costs 225 gp. To recharge the wand, one needs access to a fireball spell and the Craft Wand feat. Adding a single charge
costs 112 gp, 5 sp and 9 XP.
Duration
Adding charges takes a minimum of one day
Aura
If you use this rule, assume that an item depleted of charges still has a dim magical aura (see the detect magic spell
description) of the same school that the item had before being depleted. For example, a depleted wand of fireballs would
have a dim aura of evocation.
Limits
Before trying out this strictly optional rule in your campaign, consider its impact on play. Under the game's published rules,
charged items, particularly wands and staffs, are fairly rare because player characters have to spend quite a bit of money (or
money and experience) to obtain a fully charged item. Even if the PCs are lucky enough to find a partly expended item, they
must replace it with a fully charged item once its charges run out. If you allow recharging, player characters can keep their
charged items "topped off" fairly cheaply and that makes them more powerful characters.
Magic Item Caster Levels
Any magic item has a caster level that was set when the item is created (see page 215 in the Dungeon Master's Guide). An
item's caster level determines all the level-based variables that apply to any spell or spell-like effects that the item can
produce, such as range and duration. An item caster level also determines the item's own saving throw bonuses (see below).
Magic staffs have fixed caster levels, just as other magic items do; however, a staff user can use her own caster level for
spells she uses from the staff if her caster level is higher than the staff's. When a staff wielder uses her caster level for a spell
from a staff, also apply any caster level increases that would apply to the user's spells. For example, a staff of fire has a
caster level of 8. If a character who can cast spells as a 16th-level wizard uses the staff, she can trigger spell effects from the
staff as a 16th-level caster. If that user also has the archmage's spell power ability (which increases caster level by +1), the
character casts spells from the staff as a 17th-level caster, just as she would cast her own spells.
Damage to Magic Items
When a magic item is subjected to a magical attack, it can make a saving throw just as a creature can (though it is still just
an object unless it is intelligent). A magic item's saving throw bonus equals 2 + one-half its caster level (round down). Use
the same bonus for all the item's saves (Fortitude, Reflex, or Will). The only exceptions to this are intelligent magic items,
which make Will saves based on their own Wisdom scores.
A magic item is "subjected" to a magical attack when it is unattended when the attack strikes (that is unless no creature
holds or carries the item at the time of the attack), when the attack specifically targets the item, or when the wielder rolls a
natural 1 on his save. This rule applies even when the wielder doesn't survive the attack.
Even if the wielder rolls a natural 1 on his save, only one exposed item is subjected to the attack (see page 177 in the
Player's Handbook).
A magic item has basically the same hit points and an Armor Class as a nonmagical item of the same kind. Tables 9-8
through 9-12 in the Player's Handbook cover Armor Class and hit points for objects. A magic weapon, shield, or suit of armor
gains +2 hardness and +10 hit points per point of enhancement bonus it has. (This doesn't quite match the text in the
Dungeon Master's Guide, but the D&D FAQ and the errata for the Dungeon Master's Guide both contain corrections.) The item
gains extra hardness and hit points only for its actual enhancement bonus, not for the effective enhancement bonus used to
determine its price. For example, a +2 flaming longsword costs as much as +3 longsword, but it has only 4 points of extra
hardness and 20 extra hit points.
Items that don't have enhancement bonuses don't gain any extra hardness or hit points. If you'd like to make magic items in
your game a little more durable, consider giving magic rings, rods, staffs, wands, and wondrous items an extra point of
hardness and an extra 5 hit points.
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Making magic items
Foreword
The statement "I want to make a magic item" has the power to freeze a DM's blood. Players, too, can find the item creation
process intimidating. Sometimes these fears are justified, especially when someone invents an entirely new item and then
wants to sit down and make it. Many magic items, however, aren't so hard to make. This series of articles examines the
magic item creation process in detail, beginning with fairly straightforward items and moving on to the more troublesome
ones.
Some Key Terms
Take a look at a few terms you'll encounter in this article and in the rules when they discuss magic items.
Activation
Most items won't work until they are activated, usually with the activate magic item action.
All magic items in the core D&D game use one of four activation methods:
 spell completion,
 spell trigger,
 command word,
 and use.
All of these are discussed on page 213 in the Dungeon Master's Guide and in “Using Magic Items”. An item's activation
method greatly affects its cost. In general, the easier an item is to use, the more it costs.
Base Price
A value used to determine how much is costs to make or buy an item. An item's base price depends on what the item does
and how often it can do it. Table 7-33 in the Dungeon Master's Guide shows typical base prices for magic items.
Caster Level
Every magic item must have a caster level, which determines the item's own saving throw bonuses when the item must make
a saving throw. If an item can produce a spell effect, its caster level determines any level-based variables the spell effect
might have (such as range and damage). An item's caster level also determines how susceptible the item or the spell effects
it produces are to dispel magic effects.
In general, the higher an item's caster level, the more it costs to buy or make.
When creating items, the creator's caster level must be at least as high as the item's caster level. Your caster level is your
level in the class that gives you access to a particular spell needed for the item (see the section on prerequisites). In some
cases, your caster level will be less than your class level; if so, the class description notes it. For example, a paladin's caster
level is one-half her paladin level (a paladin of 3rd level or lower has no caster level at all).
If you are multiclassed, you may have different caster levels for the spells you have by virtue of your various classes. For
example, a 4th-level paladin/5th-level sorcerer has a caster level of 2 for paladin spells and a caster level of 5 for sorcerer
spells. If you have taken a prestige class, your levels in that class may stack with levels in another class to determine your
caster level. Otherwise, your levels in your various spellcasting classes usually don't stack for purposes of determining your
caster level.
If you draw on different classes to get access to different spells you need for an item, you must use the lowest of the various
applicable caster levels.
Charge
A discrete unit of an item's power that is used up when someone activates the item. For example, a newly created wand has
50 charges. An item becomes nonmagical when all its charges are used up.
In general, a charged item cannot be recharged.
An item also might have a limited number of uses each day (such as a rod of enemy detection, which works three times a
day). The rules sometimes refer to these limited daily uses as charges per day. When this article refers to a charge, however,
it means something that is permanently used up.
Item Slot
A specific part of the user's body where an item must be worn before it can function. Sometimes it is simply called a slot.
For certain kinds of magic items, some item slots work better than others. For example, items related to movement are
cheapest to make when they're made as boots. Items that don't require slots usually cost more to make (and thus to buy)
than items that do not.
Market Price
The cost, in gold pieces, that an item brings on the open market. Sometimes this is simply called price. An item's market
price is a retail price (or the price a character must pay when buying the item). Characters who sell used items can expect to
get only half the market price.
An item's market price is its base price, plus the cost of any extra special materials the item requires, plus an increase for any
additional experience the creator must expend when making the item (see below).
Spell Level
For purposes of creating magic items, a spell's level is the level where the spell appears on the item creator's class spell list.
For example, hold person is a 2nd-level spell for a bard or cleric, but a 3rd-level spell for a wizard or sorcerer. In general, the
lower the spell's level, the less it costs to make an item that stores or produces the spell. Items from the Dungeon Master's
Guide usually are made by whatever character has the required spells available at the lowest possible spell level.
Whenever a 0-level spell is used in making a magic item, treat the spell's level as 1/2 when calculating the item's cost (see
below).
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Magic Item Creation Basics
Creating a magic item requires time, money, and experience, among other things. Chapter 7 in the Dungeon Master's Guide
covers the process in detail. Here's an overview of what's involved, along with some additional notes:
Prerequisites
Every item has a list of prerequisites, which are shown right after the item's caster level in the item's description. (If a
character wants to make a new item, the item's description must include a list of prerequisites.) Typically, a list of
prerequisites includes one feat and one or more spells; however, an item's prerequisites can include multiple feats, spells,
and also miscellaneous requirements such as level, alignment, skills, and race or kind. When two spells at the end of a
prerequisites list are separated by"or," only one of those spells is required in addition to every other spell mentioned prior to
the last two. For example, the prerequisites for a ring of three wishes are the Forge Ring feat and wish or miracle, meaning
that either the wish or miracle spellis required as well as the Forge Ring feat. In addition, the item's creator must have a
caster level at least as high as the item's caster level (see page 215 in the Dungeon Master's Guide). Also, an item's creator
must have a caster level high enough to cast any prerequisite spell the item has.
Two or more characters can work together to create an item, with each character providing one or more prerequisites. To
provide a spell prerequisite, a character must have prepared the spell (or know the spell, in the case of a sorcerer or bard).
The rules say you can use a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell
effect to provide a spell prerequisite. A command or use-activated item cannot provide a spell prerequisite.
Cost
Every magic item has a base price. Table 7-33 in the Dungeon Master's Guide gives formulas for estimating base prices.
Whenever a formula includes a spell's level, treat a 0-level spell as 1/2 level. For example, a scroll that contains a 0-level
spell has a base cost of 1/2 x caster level x 25 gp.
Someone, usually the item's creator, must pay half the base price in gold pieces for the supplies consumed while creating the
item. The item's creator also must invest experience points. The experience cost is 1/25th the base price. Under the core
D&D rules, no one but the item creator can pay this experience cost (but see the notes on cooperatively making an item
below).
According to the rules, you can never spend so much experience that you lose a level -- though you can delay gaining a level
and instead keep your experience points available for item creation (or spellcasting). If you do so, you always can change
your mind. That is, you can gain a new level anytime you have enough experience to do so, even after delaying awhile. See “
Reading Spell Descriptions” for information on delaying level advancement.
Some items require additional materials, which entail extra costs (see the section on equipment and materials). The extra
cost increases the item's market price, but not the experience the creator must expend.
Some items might also have an extra experience cost, which usually happens when they involve spells that have an
experience cost of their own. An additional experience cost increases the item's market price by 5 gp per extra XP spent.
Table 7-32 in the Dungeon Master's Guide summarizes item creation costs.
If a character abandons an unfinished magic item to work on a second item (see the section below on time), any money or
experience spent on the first item is wasted. The supplies purchased for the abandoned item cannot be reused, and another
character cannot pick up where the creator left off.
DMs might want make an exception for some kinds of special supplies, such as masterwork items. For example, if someone
begins working on a +2 longsword and then abandons the project in favor of another item, the 4,000 gp and 320 XP (the
sword's base price of 8,000 gp, take half of that to determine the cost of supplies and 1/25th of that to determine the
experience cost) are wasted. However, the masterwork longsword purchased to make the item (at a cost of 315 gp) can be
used for another magic sword.
When two or more characters cooperate to create an item, they must agree among themselves who will be considered the
creator. Use the designated creator's caster level for any aspect of the item creation process that uses the creator's caster
level. The designated creator pays the XP required to make the item. The rules don't say so, but it's best to assume that
when a character provides a prerequisite spell that has an XP component he or she also pays the XP costs for that spell.
Time
For every 1,000 gp in an item's base price (or fraction of 1,000 gp), the creator must spend one day working on the item. For
example, an item with a base price of 1,000 gp or less takes one day to make. An item that costs more than 1,000 gp, but no
more than 2,000 gp, takes two days to make. A potion always takes just one day to make, no matter what the base price
(see page 286 Dungeon Master's Guide).
For purposes of item creation, a day of work is 8 hours. You cannot rush the process by working longer each day. The rules
say that the days you spend working on an item need not be consecutive -- you can leave the project for as long as you like
and return to work anytime. Likewise, interruptions during your working day don't affect the process. If an attack breaks your
concentration, you can resume working after the danger has passed. As an optional rule, you might want to add 1 hour to the
total time required that day for each interruption the creator suffers. In any case, if you can put 8 hours of effort into an item
during a day (or 8 hours plus extra time for interruptions), that day counts as a day you've spent working on the item. If you
can't put in 8 hours of work on an item, the whole day is lost, but there's no other ill effect on the creation process.
A character can work on only one magic item at a time. If a character starts working on a second item, the first item is
automatically abandoned (see above).
Other than the loss of prerequisite spells (see above), and the time requirement, item creation doesn't impose any
restrictions on your activities during the days when you work on an item.
You must expend all the money and experience required to make an item when you begin the process. If an item has a spell
(or spells) as a prerequisite, you must have the spell or spells available to you at the start of each day that you work on the
item; the spell or spells are used up for that day when you begin working on the item. Since you're not actually casting the
spell, you don't expend any extra experience or money for expensive material components each day. Instead these costs are
added to the item's overall creation cost according to the kind of item (see below). For example, a ring of invisibility has a
base price of 20,000 gp (which happens to be the same as its market price), and it takes twenty days to make. A wizard
making a ring of invisibility must prepare an invisibility spell each day spent working on the ring, and the spell is expended,
just as if cast, each day as soon as work on the ring commences. A sorcerer working on a ring of invisibility need not prepare
any spells, but he must know the invisibility spell. Each day the sorcerer works on the ring, one of the sorcerer's 2nd-level
spells is expended as soon as work on the ring commences. A character relying on a scroll to provide the required invisibility
spell would need at least 20 scrolls -- one for each day of working on the ring.
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Environment
Creating an item requires peace, quiet, and comfort, just as preparing spells does (even when the item creator doesn't need
to prepare spells). The surroundings need not be luxurious, but they must be free from overt distractions. Exposure to
inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might
experience while working (but see below).
Any location a character uses for item creation also must have enough space to hold any special equipment and materials the
item requires (see below). If an item requires very little in the way of equipment and materials (for example, a scroll), the
character may find a suitable creation environment almost anywhere.
Equipment and Materials
Chapter 7 in the Dungeon Master's Guide gives very brief descriptions of what's required to create various kinds of items. The
details are pretty sketchy, but that helps keep things simple. At the very least, making an item requires supplies that cost
one half the item's base price. Some items require additional supplies, such as a masterwork item for a magic weapon or suit
of armor or special material components if the item requires spells that have costly components. Some items also require
special equipment, such as metalworking tools. Supplies bought to make one magic item cannot be reused in another item,
but tools usually can be. See below the required equipment and supplies in detail.
Creating Scrolls
Of all the magic items described in the Dungeon Master's Guide, scrolls that contain low-level spells are the cheapest and
easiest to make. That's because a scroll is just a spell made ready to cast and stored in a written form.
Prerequisites
To make any scroll, you need the Scribe Scroll item creation feat. (The feat itself has a caster level of 1st as a prerequisite.)
The creator must also have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard).
Caster Level
A character creating a scroll can set the caster level for the scroll at any level from the minimum level that character would
have to be to cast the spell up to that character's caster level when casting that spell. For example, a 10th-level wizard
creates a scroll with a fireball spell on it. Fireball is a 3rd-level spell for a wizard, and a wizard must be at least 5th level to
cast it, so the wizard in this example must create the scroll with a caster level of at least 5th. Since the example wizard is
10th level, the scroll can't have a caster level higher than 10th.
Equipment and Materials
Making a scroll requires high-quality writing materials (pens, inks, and parchment or paper) that must be previously unused.
That is, no matter how many times you write a scroll (even a scroll with the same spell stored on it), you must pay the full
cost to create the scroll. You also need any material components or focuses required to cast the spell. Material components
are consumed when you make the scroll, but focuses are not (just as would happen if you cast the spell). If the spell
description contains any unusual actions in connection with material components (for example, the stoneskin spell requires
the caster to sprinkle diamond dust on the spell's recipient), ignore them -- material components are consumed when you
create the scroll.
The scroll also requires a writing surface (which can be reused). Because a character can write almost any place where the
parchment won't blow away in the wind, you can certainly write a scroll while encamped in the wilderness, or just about
anywhere else.
Base Price
You can look up base prices for most scrolls in Chapter 7 of the Dungeon Master's Guide, but I find it easier to use the
formula for spell trigger items from Table 7-33 in the Dungeon Master's Guide: spell level x caster level x 25 gp.
Creation Cost
The monetary cost to create a scroll is half the base price, plus the cost for any expensive material component the spell
requires. In this case an "expensive" component is any component with a monetary cost listed in the spell description. For
example, the stoneskin spell requires 250 gp worth of diamond dust. As noted earlier, you also must provide any focuses the
spell requires. The cost for a focus (which can be considerable) is not included in a scroll's creation cost because you can
reuse it (for another scroll or to cast the spell or both).
The experience cost to create a scroll is 1/25th the base price, plus any experience component the spell has. For example,
the commune spell requires 100 XP from the caster; making a scroll with a commune spell costs an extra 100 XP.
In the case of spells that have variable XP costs, your best choice is to allow the character creating the scroll to decide how
much extra experience to spend. When someone uses the scroll, what the scroll can accomplish is limited by how much extra
experience the creator put into the scroll. For example, the permanency spell has an XP component that varies according to a
second spell that is to be made permanent. If someone creates a scroll with a permanency spell and decides to spend an
extra 1,000 XP, that scroll can make permanent any spell that would take 1,000 XP or less from the permanency caster (such
as alarm, magic fang, or invisibility). If the character using the scroll uses it to make a spell with a cost of less than 1,000 XP
permanent, the unused XP are wasted.
Market Price
A scroll's market price is its base price, plus the cost for any expensive material components the spell requires. If a spell also
required an extra XP cost, the market price increases by 5 gp per extra point spent.
Example Scroll Costs
Suppose the 10th-level wizard in our previous examples creates some of the scrolls we've talked about here. The scrolls'
creation costs and market prices would be as follows:
 A scroll of fireball with a caster level of 5th has a base price of 375 gp (3 x 5 x 25). The gp cost to create the scroll is
187 gp, 5 sp (1/2 the base price of 375 gp). The XP cost to create the scroll is 15 XP (1/25 the base price of 375 gp).
The market price is the same as the base price.
 A scroll of fireball with a caster level of 10th has a base price of 750 gp (3 x 10 x 25). The gp cost to create the scroll is
375 gp (1/2 the base price of 750 gp). The XP cost to create the scroll is 30 XP (1/25 the base price of 750 gp). The
market price is the same as the base price.
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 A scroll of stoneskin with a caster level of 9th has a base price of 900 gp (4 x 9 x 25). The gp cost to create the scroll is
700 gp (1/2 the base price of 900 gp) plus 250 gp for the diamond dust. The XP cost to create the scroll is 36 XP (1/25
the base price of 900 gp). The market price is 1,150 gp (the base price of 900 gp plus 250 gp for the diamond dust).
 A scroll of permanency with a caster level of 9th that is suitable for making a spell with extra XP cost of up to 1,000 XP
permanent has a base price of 1,250 gp (5 x 10 x 25). The gp cost to create the scroll is 625 (1/2 the base price of
1,250 gp). The XP cost to create the scroll is 1,050 XP (1/25 the base price of 1,250 gp plus the extra 1,000 XP for the
spell). The market price is 6,250 gp (the base price of 1,250 gp plus 5,000 gp for the extra XP cost).
Scroll Miscellany
A couple of other things are worth noting here. First, the permanency scroll takes two days to create because its base price is
more than 1,000 gp, but not more than 2,000 gp. Nevertheless, the creator pays extra monetary and XP costs for the
permanency spell only once because the scroll only works once. Still, the creator must have the spell permanency prepared
(or otherwise available) each day he works on the scroll.
Also, all the scrolls shown in the Dungeon Master's Guide contain a single spell. There's not actually any rule that limits scrolls
to a single spell (see page 237 in the Dungeon Master's Guide). To create a scroll of multiple spells, combine the spells' base
costs to determine the scroll's creation time and XP costs. If the multiple spell scroll is abandoned, the whole expenditure is
wasted.
One advantage to creating a scroll with multiple spells is that you have to use only one action to get out the scroll during an
encounter. Once you have the scroll in hand, you can read any spell it contains. DMs should feel free to set a reasonable limit
to the number of spells you can search through on a multispell scroll before you have to use an action to find the one you
want. I recommend a maximum of seven spells. If a scroll contains more spells than that, it takes a move action to find the
correct one. As spells are used from a scroll, the writing that stores them vanishes from the scroll, which can make the
remaining spells easier to search.
Creating Potions
A potion is somewhat similar to a scroll because it is a stored spell in drinkable form (or in spreadable form in the case of an
oil). Unlike a scroll, only certain kinds of spells can be made into potions or oils. The spell must be 3rd level or lower, and it
must have a casting time of less than 1 minute. The spell stored in the potion or oil must have a target entry in its spell
description (see Reading Spell descriptions) and be a spell that the caster can target upon herself or upon an object she
touches. A spell with a personal range cannot be made into a potion or oil, and neither can a spell with an area or effect
entry.
Spells that can affect multiple targets can be made into potions or oils, but the potion or oil affects only one target, no matter
what the potion's caster level.
Prerequisites
To make any potion or oil, you need the Brew Potion item creation feat. (The feat itself has a caster level of 3rd as a
prerequisite.) The creator also must have prepared the spell to be brewed into the potion or oil (or must know the spell, in
the case of a sorcerer or bard).
Caster Level
A character creating a potion or oil can set the caster level for the potion or oil at any level from the minimum level that
character would have to be to cast the spell up to that character's caster level when casting that spell, just as noted for
scrolls.
Equipment and Materials
Making a potion or oil requires a level working surface and at least a few containers in which to mix liquids (and to store the
finished item), a source of heat to boil the brew, and fresh ingredients from which to make the potion. Some DMs require a
potion maker to pay 500 gp for an alchemist's lab, but 5 gp for artisan's tools ought to be sufficient. The tools can be reused
and their cost isn't included in the cost to make or buy a potion or oil.
Potion making probably isn't something you can do while camping out.
Base Price
You can look up base prices for most scrolls in Chapter 7 of the Dungeon Master's Guide, but I find it easier to use the
formula for single use, use-activated items from Table 7-33 in the Dungeon Master's Guide: spell level x caster level x 50 gp.
Creation Cost
The monetary cost to create a potion or oil is half the base price, plus the cost for any expensive material component the
spell requires, just as with a scroll.
The experience cost to create a potion or oil is 1/25th the base price, plus any experience component the spell has, just as
for a scroll.
Market Price
A potion or oil's market price is its base price, plus the cost for any expensive material components the spell requires. If a
spell also requires an extra XP cost, the market price increases by 5 gp per extra point spent.
Potion Miscellany
A potion or oil always takes one day to brew, no matter what its base price.
Your character may create wondrous items that are similar to potions (for example, an elixir of fire breath), but such items
are made with the Craft Wondrous Item feat and their creation times aren't limited to one day.
Creating Wands
Wands aren't very complex items; they simply store a single spell 50 times. For game purposes, a wand is something like 50
identical scrolls, each waiting to be triggered one at a time. A spell stored in a wand must be 4th level or less, but it can be
any kind of spell.
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Prerequisites
To make any wand, you need the Craft Wand item creation feat. (The feat itself has a caster level of 5th as a prerequisite.)
The creator also must have prepared the spell to be stored in the wand (or must know the spell, in the case of a sorcerer or
bard). Also see the notes on caster level.
Caster Level
A character creating a wand can set the caster level for the wand at any level from the minimum level that character would
have to be to cast the spell up to that character's caster level when casting that spell. For example, a 10th-level wizard
creates a wand of fireball. Fireball is a 3rd-level spell for a wizard, and a wizard must be at least 5th level to cast it, so the
wizard in this example must create the wand with a caster level of at least 5th. Since the example wizard is 10th level, the
wand can't have a caster level higher than 10th.
Equipment and Materials
Making a wand requires a wand and assorted oddities that serve to focus magic into to the wand and hold it there. Such
items might include prisms, expensive inlays for the wand itself, powders to treat the wand, and other sundries that are
either consumed in the wand-making process or incorporated into the wand.
Base Price
You can look up base prices for most wands in Chapter 7 of the Dungeon Master's Guide, but I find it easier to use the
formula for spell trigger items with 50 charges from Table 7-33 in the Dungeon Master's Guide: spell level x caster level x
750 gp.
Creation Cost
The monetary cost to create a wand is half the base price, plus 50 times the cost for any expensive material component the
spell requires (just as with a scroll, except that you must pay the cost 50 times for the wand's 50 charges).
The experience cost to create a wand is 1/25th the base price, plus 50 times any experience component the spell stored in
the wand has.
Market Price
A wand's market price is its base price, plus 50 times the cost for any expensive material components the spell requires. If
the spell in the wand also required an extra XP cost, the market price increases by 5 gp per extra point spent, times 50.
Example Wand Costs
Suppose the 10th-level wizard in our previous examples creates a wand of fireballs or a wand of stoneskin. The wands'
creation costs and market prices would be as follows:
 A wand offireballs with a caster level of 5th has a base price of 11,250 gp (3 x 5 x 750). The gp cost to create the wand
is 5,625 gp (1/2 the base price of 11,250 gp). The XP cost to create the wand is 450 XP (1/25 the base price of 11,250
gp). The wand's market price is the same as its base price.
 A wand offireballs with a caster level of 10th has a base price of 22,500 gp (3 x 10 x 750). The gp cost to create the
wand is 11,250 gp (1/2 the base price of 22,500 gp). The XP cost to create the wand is 900 XP (1/25 the base price of
22,500 gp). The wand's market price is the same as its base price.
 A wand ofstoneskin with a caster level of 10th has a base price of 30,000 gp (4 x 10 x 750). The gp cost to create the
wand is 27,500 gp (1/2 the base price of 30,000 gp plus 50 times the spell's component cost of 250 gp). The XP cost to
create the wand is 1,200 XP (1/25 the base price of 30,000 gp). The wand's market price is 42,500 gp (the base price
of 30,000 gp plus 12,500 gp for the expensive material components).
Wand Miscellany
All the prices noted here are for fully charged wands (50 charges). As noted in the Dungeon Master's Guide, a wand always
has 50 charges when created -- it isn't possible to create a wand with less than full charges. A used wand, however, sells for
less. To calculate the price, divide the cost of a fully charged wand by 50 and multiply that by the number of charges
remaining. For example, a wand of fireballs with a caster level of 10th and 32 charges remaining is worth 450 gp per charge
remaining, or 14,400 gp.
As noted for scrolls above, add extra costs for the spell in a wand once for each time the wand can be used, in this case 50
times, not once for each day it takes to make the wand. That is, an extra gold piece cost for a wand is always 50 times the
spell's component cost, and an extra XP cost for a spell increases the XP cost to make the wand by 50 times the spell's XP
cost. The market price for a wand that stores a spell with an XP component would increase by 50 times the XP cost, times 5
gp.
Creating Staffs
Staff creation is a little trickier to handle than wand creation because a staff stores multiple spells. A staff can hold a spell of
any level. A staff holds 50 charges, and activating the staff releases a spell effect and drains one or more charges from the
staff.
Prerequisites
To make any staff, you need the Craft Staff item creation feat. (The feat itself has a caster level of 12th as a prerequisite.)
The creator also must have prepared the spells to be stored in the staff (or must know the spells, in the case of a sorcerer or
bard). A few staffs have other prerequisites; for example, you must have a lawful alignment to craft a staff of defense. Also
see the notes on caster level.
Caster Level
Setting the caster level for a staff works much like setting the caster level for a wand, but there are a few catches. A staff has
one caster level for all the spells it can produce, and that caster must be at least 8th. As with a wand, however, the caster
level must be at least as high as the caster level the creator would have to have to cast any of the spells stored in the staff,
and no higher than the creator's caster level. For example, suppose a staff can produce several different spell effects,
including sleep and mass suggestion. A 1st-level wizard can cast a sleep spell, but no staff has a caster level lower than 8th.
In addition, mass suggestion is a 6th-level spell for a wizard, so the staff would have to have a caster level of at least 11th.
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Equipment and Materials
According to Table 7-32 in the Dungeon Master's Guide, creating a staff requires a masterwork quarterstaff, but the general
notes for creating staffs on page 287 says the staff cost is subsumed in the cost to make the item. The extra 300 gp for a
masterwork quarterstaff does not seem to be included in the staff prices shown on pages 243-245 in the Dungeon Master's
Guide. If you allow magic staffs to function as masterwork quarterstaffs in your campaign, you should add the masterwork
quarterstaff cost to the cost to create the staff (and to its market price).
In any case, making a staff requires the same sorts of esoteric materials required to make a wand.
Base Price
You can determine the base price for a staff in much the same way that you determine a wand's base price, but there are
catches here, too.
 Because each staff's spell effects draw on the same pool of charges, you don't have to pay the full cost for every one of
them. Instead, the staff's highest level spell has the full base price (spell level x caster level x 750 gp).
 The staff's next highest-level spell costs only 75% of the usual base price (spell level x caster level x 750 gp x 0.75).
 All the remaining spells in the staff cost only 50% of the usual base price (spell level x caster level x 750 gp x 0.5).
Further reductions in base price are possible. When a spell requires two or more charges, divide the base price by the number
of charges required.
Creation Cost
The monetary cost to create a staff is half the base price, just as with a wand. If a staff stores a spell that has an expensive
material component, add the cost of that component, times the maximum number of times the staff could produce that spell.
That is 50 divided by the number of charges the spell requires.
The experience cost to create a staff is 1/25th the base price, plus any extra costs for the spells the staff stores. Apply the
extra experience cost according to the number of times the staff could produce the spell, as noted previously for costly spell
components. If a staff holds two or more spells that incur extra creation costs, apply only the largest extra cost. You use only
the highest cost because any charge used up reduces the number of spells left in the staff, even when the spell the staff
produces doesn't have an extra cost.
Market Price
A staff's market price is its base price, plus the costs for any expensive material components the spell requires. If any spells
in the staff also required an extra XP cost, the market price increases by 5 gp per extra point spent. In both cases, the
market price increases according to the number of times the staff could produce the spell that requires either of these
elements. If you had two or more spells with extra XP costs or monetary costs, you'd increase the cost to create and market
prices for whichever spell you used to set the staff's creation cost (which will be the highest extra cost; see the section on
creation costs).
Example Staff Costs
The staff of frost from the Dungeon Master's Guide has a caster level of 10th and can produce the following spells: ice storm,
wall of ice, and cone of cold (2 charges). The staff has a base price of 56,250 gp, which was calculated as follows:
 Cone of Cold: 18,750 gp ([5 x 10 x 750] x 0.5 for two charges). Since cone of cold also is the highest level power,
there are no further reductions.
 Wall of Ice: 22,500 gp ([4 x 10 x 750] x 0.75 because this is the power with the second highest level).
 Ice Storm: 15,000 gp ([4 x 10 x 750] x 0.5 because this is an additional power).
 Adding the base costs for the various powers together gives us our total: 18,750 gp + 22,500 gp + 15,000 gp =
56,250 gp.
 The monetary cost to create this staff is half the base price: 28,125 gp.
 The experience cost to create this staff is 1/25th the base price: 2,250 XP.
Let's suppose we create a new staff, the staff of remediation. We'll give this staff a caster level of 16th, and the following
powers: greater restoration (2 charges), atonement (3 charges), break enchantment (2 charges),and remove curse. This
staff has a base price of 83,498 gp, which was calculated as follows:
 Greater restoration: 27,998 gp ([7 x 16 x 750] x 0.3333 for three charges and rounded up to the nearest whole gold
piece). Since greater restoration also is the highest level power, there are no further reductions. The staff can produce
25 atonement effects, for an extra experience cost of 12,500 XP. The staff also can produce 16 greater restoration
effects at an XP cost 8,000, but we use the higher cost for the atonement effects.
 Atonement: 22,500 gp ([5 x 16 x 750] x 0.5 for two charges and x 0.75 for the power with the second highest level).
 Break Enchantment: 15,000 gp ([5 x 16 x 750] x 0.5 for two charges and x 0.5 again because this is an additional
power).
 Remove Curse: 18,000 gp ([5 x 16 x 750] x 0.5 because this is also an additional power).
 Adding the base costs for the various powers together gives us our total: 27,998 gp + 22,500 gp + 15,000 gp +18,000
gp = 83,498 gp.
 The monetary cost to create this staff is half the base price, 41,749 gp.
 The experience cost to create this staff is 1/25th the base price: 3,340 XP (also rounded up). In addition, the
atonement spell costs the caster 500 XP when used to remove the effects of voluntary actions. Let's assume that an
atonement spell from the staff can remove the effects of voluntary actions. The staff can produce 25 atonement
effects, for an extra experience cost of 12,500 XP.
 The market price is the base price of 83,498 gp plus 5 times the extra XP cost (62,500), for a total market price of
145,998 gp.
As noted for wands, apply extra costs for a spell's material and XP components once for each time the staff can produce that
spell, not once for each day the creator spends working on the staff.
None of the examples presented here include an extra 300 gp for a masterwork quarterstaff. As noted earlier, add this extra
cost to the staff's creation cost and market price if you decide to allow magic quarterstaffs to function as weapons in your
campaign.
When pricing a staff, don't worry if several powers have the same level. The highest-level power the staff has is always full
price (unless it requires multiple charges). The next highest level power costs only 75% of the basic value, even if it happens
to be the same level as whatever power you chose as the highest level power, and all remaining powers are only 50% of the
basic price. You can see this concept at work in the price examples presented here.
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Staff Miscellany
All the prices noted here are for fully charged staffs (50 charges), just as for wands. You can calculate the market price for a
partially charged staff the same way that you calculate the cost for a wand. When a partially charged staff has a power that
normally has an extra monetary or XP cost, you must first calculate the staff's base price and then add the extra cost
according to the number of times the partially charged staff could produce those effects. For example, if our staff of
remediation had 24 charges remaining, its new base price would be 1,670 gp (base price divided by 50 and rounded up)
times 24, or 40,080 gp. The partially charged staff could produce atonement 12 times, which raises the price by 30,000 gp
(12 x 500 x 5 gp), for a total market price of 70,080 gp.
The atonement spell has a variable XP component. It would be possible to create a staff of remediation without the extra cost
for the XP component (see the notes on scrolls above), but, if so, an atonement effect from the staff could not remedy the
effects of misdeeds.
A Note on Rounding
Normally one rounds fractions down to the next highest whole number in the D&D game. In the case of magic item prices, it's
customary to retain fractional gold pieces when they work out to an even number of silver pieces. So, for example, a cost
that works out to 1,251.5 gp would be 1,251 gp, 5 sp, not 1,252 gp.
Also note that when calculating the effects of an extra monetary or experience cost for a charged item, use the number of
effects the item actually can produce; you should round down. For example, 50/3 is 16.667 (approximately); however, you
can't use fractional charges to create a fractional effect, so a fully charged staff with a power that uses 3 charges can produce
that power only 16 times.
Creating Weapons, Armor, and Shields
Any of these items can prove fairly easy to create, particularly when an enhancement bonus is the only magical property the
item has. Some items of this kind have a wide array of powers; fortunately, most of these extra powers merely increase the
item's effective enhancement bonus, which makes them fairly easy to handle.
Prerequisites
To make a magic weapon, armor, or shield, you need the Craft Magic Arms and Armor item creation feat. (The feat itself has
a caster level of 5th as a prerequisite.) The creator also must have a caster level at least three times the enhancement bonus
of the weapon, armor, or shield. If the item has a special ability that is priced as an enhancement bonus increase (see the
section on costs), that ability has its own caster level requirement (as shown in the description for the special ability), and the
creator must meet the higher of the two caster level prerequisites. For example, to create a +2 longsword, a character must
have a caster level of at least 6th. The keen weapon property is the equivalent of a +1 increase to the weapon's
enhancement bonus, which requires a caster level of at least 3rd (lower, in fact, than the caster level you need to choose or
use the Craft Magic Arms and Armor feat). To create a +2 keen longsword, a character must have a caster level of at least
6th, which is the higher of the two prerequisites. This item would be priced as a +3 magic weapon, but the caster level
prerequisite is still 6th, not 9th (as it would be if the weapon's actual enhancement bonus was +3).
If any spells are listed among the item's prerequisites (or among the prerequisites for any special properties it has), you need
to have those spells prepared each day you work on the item (or you must know the spells, in the case of a bard or sorcerer).
Each day you work on the items, the prerequisite spells are used up, just as they are for a scroll.
Caster Level
A weapon, suit of armor, or a shield that has only an enhancement bonus has a caster level equal to three times the
enhancement bonus. A special ability for a weapon, suit of armor, or a shield has a caster level given in its description. A
weapon, suit of armor, or a shield with a special ability must have an enhancement bonus of at least +1 to have a special
ability, and the item uses the highest caster level.
These caster levels are fixed -- the creator cannot adjust them as he can for a scroll, potion, wand or staff.
Equipment and Materials
To make a magic weapon, suit of armor, or shield, you need a set of tools suitable for working the material from which the
item is made, such as metalworking tools for a magic longsword. You also need a masterwork item to receive the magic, a
fire source, and a collection of oddments similar to materials used to create wands. The rules don't specify the kind of fire
source, but a small brazier, campfire, fireplace, or furnace should suffice. The cost for the fire is subsumed in the basic cost
for materials, as is the cost of the sundry other materials you need.
Cost
The base cost for the item's enhancement bonus is shown on Table 7-2 or 7-9 in the Dungeon Master's Guide. The base cost
for any special abilities of the item is shown in the descriptions for those abilities. Some items have costs expressed in gold
pieces, and such costs are added directly to the base cost for the item's enhancement. Most weapon, armor, or shield special
abilities, however, are expressed as increases to the item's enhancement bonus (more about below). To determine the cost
for such a special ability, apply the modifier to the item's actual enhancement bonus and use the cost for the increased bonus
from Table 7-2 or 7-9 in the Dungeon Master's Guide. It's possible for one item to have both kinds of special abilities; in that
case, add up the actual enhancement bonus and the modifiers to it and determine the base cost for the effective bonus, then
add the costs for any special abilities that have costs expressed in gold pieces.
Creation Cost
The monetary cost to create a magic weapon, suit of armor, or shield is half the base price, plus the cost of the masterwork
item.
The experience cost to create the item is 1/25th the base price.
If the item (or its special properties) has a prerequisite spell that has an extra monetary or XP cost, you generally do not
have to pay those costs to make the item. That is because weapons, suits of armor, or shields usually do not produce spells,
so you just need to understand a particular set of spells to create the magic that the item requires.
Market Price
The market price for a weapon, suit of armor, or shield is the base price, plus the cost of the masterwork item.
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Example Weapon, Armor, and Shield Costs
A +2 keen longsword would have a base price of 18,000 gp and a market price of 18,315 gp calculated as follows:
 The actual enhancement bonus is +2 and the keen property adds +1 to that for an effective bonus of +3. A +3 weapon
has a base price of 18,000 gp according to Table 7-9 in the Dungeon Master's Guide. The cost to create this weapon is
half the base price (9,000 gp) plus the cost of a masterwork longsword (315 gp). The experience cost to create the
weapon is 1/25th the base price, or 720 XP. The market price is the base price plus the cost of the masterwork
longsword (18,000 gp + 315 gp = 18,315 gp).
 This weapon would have a caster level of 10th, which is the caster level for the keen property because that is higher
than the caster level for the actual enhancement bonus, which is 6th (3 x 2).
A +1 chain shirt of silent moves would have a base price of 4,750 gp and a market price of 5,000 gp calculated as follows:
 The enhancement bonus is +1 and the silent moves property adds 3,750 gp to the base price. The base price for +1
armor is 1,000 gp according to Table 7-2 in the Dungeon Master's Guide (1,000 gp + 3,750 gp = 4,750 gp). The
experience cost to create the armor is 1/25th the base price, or 190 XP. The market price is the base price plus the
cost of the masterwork chain shirt (4,750 gp + 250 gp = 5,000 gp).
 The caster level for the silent moves property is 5th and the caster level for the actual +1 enhancement is 3rd, so the
armor has a caster level of 5th.
A +3 heavy steel shield of bashing and undead controlling would have a base price of 65,000 gp and a market price of 65,170
gp calculated as follows:
 The enhancement bonus is +3. The bashing property adds +1 to that for an effective bonus of +4. The undead
controlling property adds 49,000 gp to the base price.
 The base price for +4 armor is 16,000 gp according to Table 7-2 in the Dungeon Master's Guide (16,000 gp + 49,000
gp = 65,000 gp). The experience cost to create the shield is 1/25th the base price, or 2,600 XP. The market price is
the base price plus the cost of the masterwork heavy steel shield (65,000 gp + 170 gp = 65,170 gp).
 The caster level for the bashing property is 8th, the caster level for the undead controlling property is 13th, and the
caster level for the actual +3 enhancement is 9th, so the shield has a caster level of 13th.
Weapon, Armor, and Shield Miscellany
No weapon, armor, or shield made with the Craft Magic Arms and Armor feat can have an actual enhancement bonus higher
than +5 or an effective enhancement bonus (after adjustments for special abilities) higher than +10. The epic rules allow epic
item creators to break these limits. When special properties have prices expressed in gold pieces, there is no limit to the
number of those properties you can add, even if you're not playing an epic game. However, the limits on how much
experience a character can spend at once (see above) set a practical limit on how powerful an item a non-epic character can
make.
Special Materials
When a magic weapon, suit of armor, or shield is made from a special material, such as adamantine or mithral, the cost for
the special material replaces the masterwork cost for the item because the costs for special materials generally include the
cost for a masterwork item (check the special material's description to be sure). For example, a +2 adamantine keen
longsword would have a base price of 18,000 gp and a market price of 21,015 gp calculated as follows:
 The actual enhancement bonus is +2 and the keen property adds +1 to that for an effective bonus of +3. A +3 weapon
has a base price of 18,000 gp according to Table 7-9 in the Dungeon Master's Guide. The cost to create this weapon is
half the base price (9,000 gp) plus the cost of an adamantinelongsword (3,015 gp). The experience cost to create the
weapon is 1/25th the base price, or 720 XP. The market price is the base price plus the cost of the adamantine
longsword (18,000 gp + 3,015 gp = 21,015 gp).
Cold iron doubles the cost for an item (but not the cost to make it a masterwork item). In addition, cold iron naturally resists
magic and is harder to enspell than other materials. Add 2,000 gp to the cost of an item's enhancement bonus and special
abilities. According the D&D FAQ, however, you add the 2,000 gp only once if you're adding multiple abilities. For example, a
+2 cold iron keen longsword would have a base price of 20,000 gp and a market price of 20,330 gp calculated as follows:
 The actual enhancement bonus is +2 and the keen property adds +1 to that for an effective bonus of +3. A +3 weapon
has a base price of 18,000 gp according to Table 7-9 in the Dungeon Master's Guide, plus 2,000 for working with a cold
iron item. The cost to create this weapon is half the base price (9,000 gp) plus the cost of a cold iron longsword (330
gp). The experience cost to create the weapon is 1/25th the base price, or 800 XP. The market price is the base price
plus the cost of the cold iron longsword (20,000 gp + 330 gp = 20,330 gp).
Light
When creating a magic weapon, you have the option to have the weapon shed light when drawn. Doing so does not alter the
cost to make or buy the weapon. Weapons that shed light do so continually and the light is as bright as a light spell (see page
221 in the Dungeon Master's Guide).
Double weapons
Creating a magic double weapon works just like creating two magic weapons, except that you add the cost of a masterwork
weapon only once. For example, a dire flail that has +1 enhancement bonus at each end has a base price of 4,000 gp (2,000
gp for +1 enhancement x 2). The monetary cost to create the weapon is 2,000 gp plus 690 gp for a masterwork dire flail. The
experience cost to create the weapon is 1/25th of the base cost (160 XP). The market price 4,690 gp (4,000 gp + 690 gp). A
crafter can create a magic double weapon with only one magic end.
Creating Rings
A ring can duplicate a spell or it can have unique powers. In either case, the procedure a character follows when making the
ring is the same. As one would expect, a ring that duplicates a spell has a cost determined in much the same way as a scroll's
or staff's costs is determined. Other rings have costs that someone has assigned (more about that below).
Fortunately, the rings included in the Dungeon Master's Guide and other rulebooks have complete descriptions, so you don't
have to do many calculations to figure out how much the ring might cost.
Prerequisites
To make a magic ring, you need the Forge Ring item creation feat. (The feat itself has a caster level of 12th as a
prerequisite.) The creator also must have a caster level at least equal to the ring's caster level and must meet any other
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prerequisites noted in the ring's description. Anyone creating an entirely new ring must include a list of prerequisites along
with the new ring's item description.
Caster Level
A ring's caster level is fixed -- the creator cannot adjust it as she can for a scroll, potion, wand or staff.
Equipment and Materials
To make a magic ring, you need a set of tools suitable for working the material from which the ring is made, which usually
includes metalworking tools. You also need a fire source and a collection of oddments similar to materials used to create
wands. The rules don't specify the kind of fire source, but a small brazier, campfire, fireplace, or furnace should suffice. The
cost for the fire is subsumed in basic cost for materials, as is the cost of the sundry other materials you need.
Cost
In most cases, a ring's base cost is the same as its market price. You need to beware of rings that duplicate spells with extra
costs for material components or with XP components (see the notes on creation cost).
Creation Cost
The monetary cost to create a magic ring is half the base price.
The experience cost to create a ring is 1/25th the base price.
When a ring duplicates a costly spell, its description includes a cost entry, which gives the monetary cost to make the ring,
plus the experience cost. The monetary cost is based on what the ring can do, and it was derived with help from Table 7-33
in the Dungeon Master's Guide. The experience portion of the creation cost is 1/25th the monetary cost, plus the extra XP
cost for the spell. That extra cost is based on the number of times the ring can produce the effect (if the ring has charges) or
50 times the extra cost if the ring doesn't have charges.
Sometimes, a ring works only a certain number of times each day. If so the cost to create it is reduced (more about that
below).
Market Price
The market price for a ring is the base price, plus the cost of any costly components required for the spell it duplicates, plus 5
times any extra experience required to create the ring because of the spells it duplicates.
Example Ring Costs
As noted earlier, ring prices can vary quite a bit, depending on what the ring does. You can take most costs for rings directly
from their descriptions; however, learning to use Table 7-33 is pretty important when you start designing new items, so let's
go that route for our examples:
Ring of Protection +3
 The ring provides a deflection bonus to Armor Class, which, according to Table 7-33, has a base price equal to the
bonus squared x 2,000 gp. For a bonus of +3 that's 18,000 gp (3 x 3 x 2,000 gp). The monetary cost to create the ring
is half that (9,000 gp) and the experience cost is 1/25th the base cost (720 XP).
Ring of Swimming
 The ring provides a +5 competence bonus on Swim checks, which, according to Table 7-33, has a base price equal to
the bonus squared x 100 gp. For a bonus of +5 that's 2,500 gp (5 x 5 x 100 gp). The monetary cost to create the ring
is half that (1,250 gp) and the experience cost is 1/25th the base cost (100 XP).
Ring of Feather Falling
 The ring provides a feather fall spell effect whenever needed. The closest entry on Table 7-33 is a use-activated spell
effect, which has a base price equal to the spell level x the caster level x 2,000 gp. Feather fall is a 1st-level spell and
the ring has a caster level of 1st; according to the formula, the ring should have a base cost of 1 x 1 x 2,000 gp.
According to the ring's description, however, the price is 2,200 gp. Evidently the designer felt that having feather fall
instantly available whenever you call is worth a little more than the formula indicates. The cost to create this ring is
half the base price (1,100 gp). The experience cost is 1/25th base price (88 XP).
Ring of Three Wishes
 The ring stores three wish spells, which are available to the wearer on command. Once all three wishes are used up,
the ring is nonmagical. There are two entries on Table 7-33 that are somewhat like this item; one is the scroll entry
(single use, spell completion) which has a cost of spell level x caster level x 25 gp, and the other is the potion entry
(single use, spell completion) which has a cost of spell level x caster level x 50 gp. Neither one of these actually
matches what the ring does, but it's a good bet that the ring's value falls somewhere in between these two extremes. A
look at the other entries in the table shows that a command-activated item costs only about 90% of what the same
item would cost if use activated. That is, a command-activated spell effect has a price equal to spell level x caster level
x 1,800 gp, which is exactly 90% of the use-activated cost of spell level x caster level x 2,000 gp. If we take 90% of
the potion value, we get spell level x caster level x 45 gp (50 x 0.9 = 45). However, a ring takes on an item slot and a
potion does not, so another reduction is in order. If we assume the ring is worth about 85% of the use-activated value,
we get a formula of spell level x caster level x 42.5 gp (50 x 0.85 = 42.5). Using this formula, we get a base price of
22,950 for the ring (9 x 20 x 42.5 gp x 3 = 22,950). The monetary cost to create the ring would be half the base price,
11,475 gp, which is exactly what the item description shows. The XP cost is 1/25th of the base cost (918 XP) plus the
XP components for three wish spells or 15,918 XP (918 + 15,000). The market price for the ring is the base cost of
22,950 gp plus five times the extra XP cost (75,000), or 97,950 gp.
Ring Miscellany
As with a wand or a staff, a charged ring that has less than full charges is worth less than a fully charged item. A ring of one
wish, for example is worth only one third what a ring of three wishes is, or 32,650 gp. Unlike wands and staffs, there's no
rule that says you must create a charged ring with full charges. A ring of one wish has a base price of 7,650 (9 x 20 x 42.5
gp) and a cost to create of 3,825 gp plus 5,306 XP.
Creating Rods
The defining characteristic of a rod is that it has multiple powers that don't duplicate any known spell.
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Prerequisites
To make a magic rod, you need the Craft Rod item creation feat. (The feat itself has a caster level of 9th as a prerequisite.)
The creator also must have a caster level at least equal to the rod's caster level and must meet any other prerequisites noted
in the rod's description. Anyone creating an entirely new rod must include a list of prerequisites along with the new rod's item
description.
Caster Level
A rod's caster level is fixed -- the creator cannot adjust it as she can for a scroll, potion, wand or staff.
Equipment and Materials
According to Table 7-32 in the Dungeon Master's Guide, a rod that can function as a weapon requires a masterwork weapon
of the appropriate kind (such as a masterwork dire flail for a rod of flailing). If a rod can function as several different
weapons, only one masterwork weapon is required (the largest or the most expensive weapon in the array makes the most
sense). The prices for the example rods on pages 233-237 in the Dungeon Master's Guide, however, don't include extra costs
for masterwork weaponry, so it's best to assume that the weapon cost is subsumed in the creation cost for the rod.
Rods that don't function as weapons don't require a masterwork weapon. Otherwise, making any rod requires the same sorts
or equipment and materials as making magic armor or a magic weapon.
Cost
Rod prices are difficult to formalize, so when creating a rod from a rulebook it's best to refer to the rod's description (see
below for notes on setting prices for new items). In most cases, a rod's base cost is the same as its market price.
Creation Cost
The monetary cost to create a magic rod is half the base price.
The experience cost to create a rod is 1/25th the base price.
Market Price
As noted earlier, the market price for a rod is the same as base price.
Example Rod Costs
Here are the calculations for making a rod of enemy detection from the Dungeon Master's Guide.
 The listed market price for this rod is 23,500 gp, which is the same as the base price. The monetary cost to make the
rod is half the base price (11,750 gp). The experience cost is 1/25th the base cost (940 XP).
Creating Wondrous Items
A wondrous item can have any kind of magical powers, but in general, creating a wondrous item is just like creating a magic
ring or rod.
Prerequisites
To make a wondrous item, you need the Craft Wondrous item creation feat. (The feat itself has a caster level of 3rd as a
prerequisite.) The creator also must have a caster level at least equal to the item's caster level and must meet any other
prerequisites noted in the item's description. Anyone creating an entirely new wondrous item must include a list of
prerequisites along with the new item description.
Caster Level
A wondrous item's caster level is fixed -- the creator cannot adjust it as she can for a scroll, potion, wand, or staff.
Equipment and Materials
A wondrous item requires the same sorts of equipment and supplies as a ring or rod requires. The cost for these items is
subsumed in the item's creation cost.
Cost
As with a rod, it's best to refer to the wondrous item's description (see below for notes of setting prices for new items). In
most cases, a wondrous item's base cost is the same as its market price.
Creation Cost
The monetary cost to create a wondrous item is half the base price.
The experience cost to create a rod is 1/25th the base price.
Market Price
As noted earlier, the market price for a wondrous item is the same as its base price.
Minor Variations
Sometimes, a player doesn't want an entirely new item, just something with a few alterations. For example, a player with a
monk character would love to have an amulet of mighty fists, but she has grown to depend on the extra protection she gets
from her amulet of natural armor. So, the inevitable question arises: does an amulet of mighty fists have to be an amulet?
The answer is of course not! However, that begs another question: If not an amulet, what kind of item should it be?
The Body Slot Affinities sidebar on page 288 in the Dungeon Master's Guide can help answer the second question. A look at
the table there shows that bracers (combat), gauntlets (destructive power), or even a belt (physical improvement) are the
most appropriate alternatives. Considering that our example monk wants to pound foes with her fists and that she probably
already owns bracers of armor, gauntlets probably are the best bet. So, what should the gauntlets cost?
You can reasonably assume that a pair of gauntlets of mighty fists ought to have the same base cost and market price as the
amulet (6,000 to 150,000 gp), depending on the enhancement bonus the item provides. The +1 version (6,000 gp) has a
monetary cost to create of 3,000 gp (half the base price) and an experience cost of 240 XP (1/25th the base cost).
On the other hand, a +1 magic weapon (such as a +1 spiked gauntlet) costs only 2,000 gp (for the magical enhancement).
Another quick look at the table on page 288 of the Dungeon Master's Guide shows that the amulet slot is best for items that
involve protection and discernment, not attack, so it's a good bet that the amulet's price already had an adjustment for an
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uncustomary item slot. That makes sense, because almost any creature can wear an amulet or necklace and the amulet
works on unarmed attacks and natural weaponry. The amulet of mighty fists probably also is intended for familiars and
animal companions as well as monks.
That uncustomary item slot adjustment is x 1.5 (see Table 7-33), so the base cost and market price for the gauntlets would
be 4,000 gp (6,000/1.5). The item should have the same caster level as a magic weapon with the same enhancement bonus
(3 x the bonus), and it would require the Craft Wondrous item feat.
Okay, what happens if the character in question already has magic gauntlets, too, or just wants to keep that glove/gauntlet
item slot available for some other useful item, such as gauntlets of ogre power or gloves of Dexterity? That's not a problem,
either. There's no reason why someone could not create a robe of mighty fists, or a vest of mighty fists. Such items should
have the same cost as the amulet (remember that we're assuming the amulet already has a cost increase of 50% for an
uncustomary slot), so a +1 vest or robe of mighty fists would have a market price of 6,000 gp.
DMs who just aren't inclined to give the monk a break on such items might want to charge 6,000 gp for the amulet or
gauntlets and 9,000 gp for the robe or the vest. I think that's excessive, and I suspect that most players would, too.
New Items
As noted above, creating an entirely new item requires writing a full item description.
Item Name
You can call an item whatever you want, but make sure you don't choose a name that suggests an item slot that doesn't fit
the item. For example, don't call your new item a skullcap of ultimate coolness unless it actually uses the
headband/hat/helmet/phylactery slot.
Description
Explain exactly what the item does and how often the item can do it, and what the user must do to activate the item.
Remember that many kinds of items have default activation methods, such as spell trigger for a wand or staff, command
word for a ring, rod or wondrous item, and use-activated for most weapons and items that provide bonuses.
A thorough explanation of the item's powers will help you set the item's price and also will avert many arguments down the
road. Beware of evocative descriptions that sound great but don't have any meaning in the game. For example, an item that
allows the user to steal another creature's dreams sounds cool, but what does it mean? Such a power could have several
game effects. It might, for example, allow a brief glimpse into the subject's mind, much like a discern thoughts spell, or it
might simply deny a sleeping victim the benefits of a full night's rest.
Aura
This is the kind of magic aura the item has when examined with a detect magic spell on it. List only the single most powerful
or significant aura the item possesses (or that the item can produce). You should base this on the highest-level spell required
to create the item.
Aura Power
Use one of the following:
 Faint (caster level 5th or lower)
 Moderate (caster level 6th-11th)
 Strong (caster level 12th-20th)
 Overwhelming (caster level 21st or more)
See the section on Caster Level for tips on assigning an item's caster level.
School
Choose the school from whatever prerequisite or power you used to set the aura power. If there is no spell for you to use
here, use one of the following defaults:
Armor and protective items
Abjuration
Weapons or offensive items
Evocation
Bonus to ability scores or skills
Transmutation
None of the above
Transmutation
Caster Level
You can always set the caster level at the minimum for the highest-level spell involved with the item or for the highest-level
caster level prerequisite for the item creation feats needed for the item.
You also can set the caster level higher than the absolute minimum necessary to create the item. In fact, it's a good idea to
do this if you want your item to reflect some particular level-based variables in any spell effects the item produces. The
examples of wand creation above show the effects of changing the caster level.
Some basic rules for setting a caster level follow:
Weapons and Armor
As noted above, weapons and armor have a minimum caster level of 3 times their enhancement bonus.
There's no hard and fast rule for setting the caster level for special properties. The best way to set a caster level for a special
property is to find a comparable property in a rulebook and use that.
If a special property is similar to a spell, check out the notes on items that duplicate spells.
Item that Duplicate Spells
The caster level for a spell-producing item should be set at the minimum level required for item's creator to actually cast that
spell. If you're a wizard making an item that produces finger of death (Sorcerer/Wizard 7), you should set the caster level at
a minimum of 13, since you'd have to be a 13th-level wizard to cast finger of death.
Items that Mimic Spells
Many items do things that aren't spells, but could be spells. The various flight items, such as the broom of flying or carpetof
flying are good examples. These items work very much like the fly spell or overland flight spell (which also is a prerequisite
for both items).
Think about what spell this effect is most like.
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Effects You've Never Seen Anywhere
A small number of magic items have powers that don't have any parallels elsewhere in the system. The bag of holding and
similar items, such as Heward's handy haversack, are prime examples.
When an item doesn't do anything that can be easily compared to a spell, you should compare your item against other items
that seem to do similar things, and set the caster level appropriately. If you still don't have any idea of how to set the caster
level, use the minimum character level required by the particular item creation feat necessary to make the item.
Prerequisites
Your list of prerequisites must include the item creation feat necessary to make the item, the spells required, and any other
prerequisites that you might care to include. Item creation feat names are pretty much self-explanatory. If you need help
matching a feat to your item, refer to the earlier parts of this article series.
Spells
If your item duplicates or mimics several spells, each of those spells should appear in the list of prerequisites. On the other
hand, don't go overboard here, especially when multiple spells do something similar to what your item does. For example, the
ring of force shield has powers that are similar to both the shield and wall of force spells. This ring doesn't exactly duplicate a
shield spell, however, and only wall of force is listed as a prerequisite.
Base Price and Market Price of magic items
The rules offer you some help in this endeavor, but ultimately your own good judgment will prove the best guide.
Assigning a market price to a magic item is covered in detail in Chapter 7 of the Dungeon Master's Guide. See Table 7-33.
Items that provide simple bonuses to attacks, Armor Class, saving throws, or checks are fairly easy to evaluate.
If your item doesn't provide any bonuses and has no clear spell analogy, try comparing it against similar items. If that's not
helpful, consider the question of when you think it would be appropriate for a PC to have one of your items. Should he have it
at 7th level? According to Table 5-1: Character Wealth by Level in the Dungeon Master's Guide, a 7th-level PC is assumed to
have 19,000 gp of gear. A reasonable cost for a single item that such a character might own would be somewhere between
10% and 40% of the character's total wealth. In this case, that's 1,900 gp to 7,600 gp.
Weapons, Armor, and Shields
Many weapon or armor qualities are not assigned a market price in cash, but they are instead priced as "+1 bonus", "+2
bonus," and so on. This was discussed above.
You can use this system when the property directly affects the offense (hit chance or damage dealt) of a weapon, or the
defense (likelihood of a hit or damage received) of an armor. Otherwise, your new weapon property should be priced as a noslot item. For example, armor of Strength +4 shouldn't be priced as a +2 or +3 armor bonus; instead it should be priced as a
+4 ability enhancement (+16,000 gp), doubled to +32,000 gp because it doesn't use up any item slots (see Table 7-33).
Some Things to Avoid
Keep in mind that the rules and advice in Chapter 7 of the Dungeon Master's Guide are intended to help a reasonable person
estimate what an item is worth in play. It's always a mistake to try to create the most powerful item possible for the lowest
possible price or vice versa.
When the Formulas Fail
Table 7-33 provides the basic tool for determining item prices and costs, but many items don't fit the table. Many spells in the
game work fine as spells, but spells come with built-in limits on their power, and chief among those is the simple fact that a
spell is used up when cast and a character has only so many spells available each day. Many spells become world beaters
when they're placed in items that work continuously or in items that can be reused over and over again. For example, a ring
of invisibility is a command-activated item that duplicates a 2nd-level spell, and its caster level is 3rd (the minimum to cast
the spell). According to Table 7-33, such an item has a cost of 2 x 3 x 1,800 gp (spell level x caster x 1,800 gp). So, a ring of
invisibility costs 10,800 gp, right? Wrong, it costs nearly twice that much (20,000 gp) because an endless supply of invisibility
spells are worth something extra.
Use the Correct Formula
One item people frequently ask me about is a ring of true strike. The spell provides a whopping +20 insight bonus on attack
rolls and negates miss chances arising from concealed targets. It's only 1st level, however, because it is a personal range
spell with a duration of 1 round. That means you can normally manage one attack every 2 rounds when using the spell. Also,
you can't bestow it on an ally (except for a familiar or animal companion) because of its personal range.
Assuming such a ring worked whenever it was needed and has a caster level of 1st, it would cost a mere 2,000 gp by the
formula for a use-activated spell effect (in this case, 1 x 1 x 2,000 gp). Sharp-eyed readers will note that any continuously
functioning item has a cost adjustment of x4 (see the footnotes to Table 7-33), which bumps up the ring's cost to 8,000 gp.
That's a real bargain for an item that provides so much boost to a user's combat power. Much too great a bargain.
So, what would our example ring of true strike be worth? Insight bonuses aren't included on Table 7-33, but a weapon bonus
has a cost equal to the bonus squared x 2,000 gp, so a +20 weapon would cost 800,000 gp. One can argue that the ring isn't
quite as good as a +20 weapon because it doesn't provide a damage bonus. That, however, ignores the very potent ability to
negate most miss chances. Also, the ring's insight bonus works with any sort of attack the wearer makes. On top of all that,
the insight bonus stacks with any enhancement bonus from a magic weapon the wearer might wield. Still, 800,000 gp is a lot
of cash and the lack of a damage bonus is significant, so some price reduction is in order. A 50% reduction might be in order,
or 400,000 gp for the ring.
Would you pay 400,000 gp for a ring of true striking? I would if I could afford it. At a price of 400,000 gp, our mythical ring of
true strike is something only an epic-level character could afford. That's fine, because epic play is where the ring belongs.
Items With Multiple Powers
The sidebar on page 282 in the Dungeon Master's Guide causes a great deal of trouble. Here are a few tips to make the
advice in the sidebar work for you.
Multiple Similar Abilities Versus Multiple Different Abilities
An item with multiple similar abilities costs much less than an item with multiple different abilities, so what's the difference?
In this case, "similar" abilities are functions that draw from the same pool of charges, or that can't be used at the same time
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(or at least don't provide a great deal of extra benefit if they are used together), or all of the above. Sometimes, an item has
powers that receive this similar abilities price reduction when the item's multiple powers work together to produce an overall
effect, or when an item's powers must be activated separately, but that's fairly rare.
A staff is a great example of an item whose multiple powers are priced as "similar" abilities. See above for notes on pricing
staffs. Remember, however, that all a staff's powers must have the same caster level; for an item that has a different caster
level for different powers, be sure to charge full price for the most expensive power, 75% for the next most expensive power,
and 50% for all other powers.
An item has multiple different abilities when they do not draw from the same pool of charges or otherwise don't interfere with
each other. Usually, such powers must be activated separately. Most rods are good examples of this kind of item.
Slotless Powers
According to Table 7-33, an item that doesn't take up space on the user's body has double the normal price. In many cases,
it's appropriate to levy this extra cost when an item has multiple powers, especially when one power works continuously or
the item's multiple powers tend to reinforce each other in play. The weapon that also bestows a Strength boost from an
earlier example is a good example of this kind of item.
Item Pricing Examples
The best way to learn item pricing is to practice, so here are some examples taken from this very site:
Bracers of Brachiation
 The slim bracers of brachiation grant the wearer a climb speed of 20 feet in forested areas. The user gains a +8 racial
bonus on all Climb checks, and it can always choose to take 10, even if rushed or threatened while climbing. In
addition, while using its climb speed to move in forested areas, the creature gains a +2 insight bonus on initiative
checks and Reflex saving throws.
 Moderate transmutation; CL 7th; Craft Wondrous Item, spider climb, creator must have at least 10 ranks in Climb;
Price 18,400 gp; Weight 1 lb.
 The items were priced as follows:
 +8 skill bonus = 6,400 (bonus squared x 100 gp). The skill bonus is limited to forested areas, and that would argue for
a reduction, but the bracers also grant a climb speed of 20 feet in forested areas, so we'll leave this price alone.
 +2 insight bonus on Reflex saves = 4,000 gp. A save bonus other than a resistance bonus is worth the bonus squared
x 2,000 gp, or 8,000 gp according to Table 7-33. This one, however, is limited to Reflex saves made in forested areas,
so we'll reduce that by half to 4,000 gp.
 The +2 initiative bonus in woods is worth at least as much as the save bonus, 4,000 gp.
 This is a multifunction item, so the cheaper functions have a price multiplier of x 1.5.
 That makes the market price (and base price) 6,400 gp + 6,000 (4,000 x 1.5) + 6,000 (4,000 x 1.5) = 18,400. The
monetary cost to create is 9,200 gp (half the base price); the XP cost to create is 736 XP (1/25th the base cost).
Figurine of Wondrous Power (Limestone Crab)
 A limestone crab appears as a miniature statuette, often badly eroded, of a crab. When the figurine is tossed down and
the correct command word is spoken, it becomes a living monstrous crab. The monstrous crab obeys and serves its
owner; it understands Common but does not speak. The monstrous crab can serve as a beast of burden, a mount, or a
combatant as its owner desires. Unlike a normal monstrous crab, the limestone crab retains some of the qualities of
stone when animated and has hardness 3. A limestone crab can be used twice per week for up to 6 hours per use.
 If a limestone crab is broken or destroyed in its statuette form, it is forever ruined. All magic is lost -- its power
departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
 A limestone crab always feels damp to the touch, as if it had just been plucked from a tide pool.
 Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects, stoneskin; Price 10,000 gp.
 No spell is analogous to what this item does (though the animate objects spell comes close). However, plenty of other
figurines of wondrous power are in the Dungeon Master's Guide. A limestone crab is about as tough as a griffon (see
the Far Corners of the World feature for monstrous crab stats), so pricing equals the bronze griffon figurine of 10,000
gp.
A Completely Unofficial Rule: Cooperative Item Creation
As noted above, more than one character can cooperate in the creation of an item, with each participant providing one or
more of the prerequisites. According to the rules, however, XP costs cannot be shared. One character must shoulder the XP
burden alone.
If players in your game are avid magic item creators, you might want to experiment with shared XP costs. You can allow
characters who work together on a magic item to divide up the XP cost any way they like. To share the cost, a character must
provide at least one of the item's prerequisites. Any division of the XP cost is possible, provided that all the creators agree to
the scheme.
If you have the kind of campaign in which some of your players pester the others to make magic items for them, you might
want to allow any character to share the XP cost to make an item. An XP donor must be present each day during the item's
creation (or at least when work begins on the item each day). Allow the XP donation to be strictly voluntary -- it doesn't work
if the donor is magically charmed or compelled, or if the donor is bullied or intimidated into contributing. On the other hand,
allowing evil spellcasters to force XP from unwilling victims might just add the right touch of nastiness to dark fantasy
campaigns.
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Mounts
Foreword
In a world that lacks mechanized transportation, such as the typical D&D campaign world, mounts provide the basic means of
transportation. Normally, climbing aboard a steed and riding off to some destination, near or far, doesn't pose much of a
problem for players and DMs. Unfortunately, player characters seldom take quiet rides in the country: they tend to find
trouble. This series focuses on how a mount functions during the rigors of adventuring.
Basics of Mounts
The basics of mounts are well scattered through the rules. Important stops on our road to understanding mounts include the
description of the Ride skill on page 80 in the Player's Handbook, the rules for mounted combat on page 157 of the Player's
Handbook, and the rules for mounts on pages 204-205 in the Dungeon Master's Guide. Here's an overview:
A mount must be at least one size category bigger than the rider
Many creatures have the Strength to carry another creature of the same size category, but the game places severe
restrictions on which creatures can share space on the battlefield with others (see below).
Even if a creature is one or more size categories bigger than you, it can't serve as your mount if it lacks the Strength to carry
you and your gear.
A mount and rider share the same space on the battlefield
For all game purposes, you and your mount function as a single unit on the battlefield. Your mount continues to use its own
space and reach while carrying you. You effectively use your mount's space and your own reach (or whatever extended reach
your weapon gives you) while mounted. While you're mounted, any attack that can reach a square in the space you and your
mount jointly occupy can affect you or your mount (it doesn't make a difference which square). Likewise, you measure your
reach for your melee attacks and the range for your ranged attacks from any square you and your mount jointly occupy. You
don't get cover from your mount unless you use the Ride skill to get it, and your mount doesn't block your attacks and
provide your foes with cover.
Normally, you and an ally cannot share the same space on the battlefield unless one of you is helpless or a lot bigger than the
other (see page 148 in the Player's Handbook and page 29 in the Dungeon Master's Guide).
Your mount handles movement for you
When your mount moves, you move along with it, which means that you're using your mount's speed rating. Your mount,
however, is actually doing the moving, and that leaves you free to do something else while your mount moves, such as
making a ranged attack. You can't always act effectively while your mount moves, however. For example, if your mount
moves more than 5 feet and you make a melee attack in the same round, you can make only a single attack.
You continue to move with your mount until you fall off the mount or deliberately dismount.
You and your mount act on the same initiative count
When you're riding a mount, roll initiative normally. When your turn comes in the initiative order, you and your mount act
together. Riding an untrained mount in a battle can keep you from acting. If your mount is smart enough to act on its own, it
might function as an NPC and keep its own initiative number, which could prove inconvenient for you (see Intelligent Mounts
below for details).
A mount can give you an advantage in melee
If you're mounted and you make a melee attack against a foe that is on foot (that is, not mounted itself) and who is one or
more size categories smaller than your mount, you get a +1 bonus on your attack roll for being on higher ground. If the
creature you attack is on higher ground than you and your mount, you don't get a bonus on your melee attack.
Moving While Mounted
When you and your mount move, the two of you use your mount's speed rating, adjusted for the mount's encumbrance and
the terrain. Because your mount takes you along with it when it moves, a move for your mount also counts as a move for
you. (See Rules of the Game, All About Movement for notes on what constitutes movement.) Even though you're not
propelling yourself, you still spend time moving. So, for example, if you and your mount move, neither you nor your mount
can take a 5-foot step during the same turn.
You can make Ride checks to affect your mount's movement, as noted in the Ride skill description and summarized below:
Leap
You can get your mount to leap obstacles as part of its movement. Although it's not entirely clear from the Ride skill
description, there are two elements to urging your mount to leap. First, you must use either your mount's Jump bonus (which
includes an adjustment for the mount's speed rating; see the Jump skill description) or your Ride bonus (which does not
include an adjustment for your mount's speed), whichever is lower, to determine how far or how high the mount can jump
with you aboard.
When using your mount's Jump bonus, you also must succeed on a DC 15 Ride check. If you fail this check, you fall off the
mount when it leaps. It's best to assume that you fall off wherever the mount begins the jump and that the mount does not
attempt the jump if you fail to stay on.
If you use your Ride bonus to determine the distance your mount jumps, handle the check exactly the same way you'd
handle the check using the mount's own Jump bonus, but you still fall off (as noted above) if your check result isn't at least
15.
Urging your mount to jump isn't an action for you, but it's part of your mount's movement.
Spurring Your Mount
You can spur your mount to greater speed with a DC 15 Ride check. This is a move action for you. If you succeed, your
mount's speed increases by 10 feet for 1 round. It's easiest to add the increase directly to your mount's current speed rating,
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whatever that happens to be. Normally, you add speed increases to a creature's base speed, then apply reductions for the
creature's armor or load (see page 147 in the Player's Handbook). Increasing your mount's speed damages the mount, as
noted in the Ride skill description.
If you fail the check to spur your mount, you still use a move action. Your mount doesn't get a speed increase, but it doesn't
take any damage.
In either case, the move action you use to spur your mount takes place along with your mount's movement and does not
affect the actions your mount can use. For example, you can use a move action to spur your mount and your mount could
still take a double move, or move and attack.
Spurring and Leaping
Because urging your mount to leap isn't an action for you, you can spur your mount to greater speed and urge it to leap
during the same turn. You still use a move action to spur your mount. If you successfully spur your mount to greater speed
(and it survives the resulting damage), use the increased speed to determine your mount's Jump bonus; you still might wind
up using your Ride bonus for the jump if it's lower than your mount's Jump bonus (see the section on leaping).
Mounting or Dismounting
It takes a move action from you to get on or off your mount. The act of mounting or dismounting doesn't count as movement
for you (see Rules of the Game, All About Movement; however, you must enter your mount's space to mount or exit the
mount's space to dismount. You can enter or exit the mount's space as a 5-foot step (if the situation allows a 5-foot step) or
as part of your normal movement. For example, if your speed is 30 and your mount is 30 feet away or less, you use one
move action to reach the mount's space and a second move action to mount. If your mount has made more than a single
move with you aboard this round, you don't have time left to dismount unless you use the Ride skill to make a fast dismount.
Likewise, if you and your mount begin the round apart and the mount uses more than a single move to get into a position
where you can mount, you don't have time left to do anything this round after mounting, but you could do something else
while waiting for your mount to arrive.
Falling and Mounts
If you and your mount fall down (as you might if the two of you step off a cliff or blunder into a pit), you and your mount
take damage based on the distance you fall, as noted on page 303 of the Dungeon Master's Guide.
If you fall off your mount, or your mount drops from under you, you could avoid or reduce the damage.
Your Mount Falls
If your mount trips or falls down for any reason, you must succeed on a DC 15 Ride check to make a soft fall and take no
damage (you sort of use the mount as a shock absorber). If the check fails, you take 1d6 points of damage. This assumes
your mount was moving or standing on the ground when it fell and that the mount is one size category bigger than you. Your
DM might call for more damage if your mount is really big (see below). If your mount was flying when it falls, you fall from
whatever altitude you and your mount had attained when the mount fell (your mount isn't that good a shock absorber).
You Fall
If you fall off your mount (usually because of a failed Ride check) when the mount is moving along the ground, you take 1d6
points of damage when you hit the ground. If your mount was more than one size category bigger than you, you might take
more damage (see below). In either case, you can attempt a DC 15 Ride check to soften the fall and take no damage (you
use the mount as a brake).
If your mount was flying when you fall, you take falling damage according to your altitude and take the appropriate falling
damage.
You Are Dropped
If you are knocked unconscious while mounted, you have a 50% chance to stay in the saddle (or 75% if you're in a military
saddle). Otherwise you fall and take 1d6 points of damage (or more if your mount is really big : see below). If you're riding
bareback and you're unconscious, you automatically fall off.
Attacks of Opportunity While Mounted
Being mounted usually doesn't affect your ability to make attacks of opportunity. If your mount is capable of attacking, it can
make attacks of opportunity while you're aboard. If, during your turn, you've succeeded on a Ride check to fight along with
your mount (see the section on trained war mounts), both you and your mount can make attacks of opportunity during the
current turn. If you both threaten the same space or creature, you can even both make attacks of opportunity against the
same target. If you have not succeeded on this Ride check, then either you or your mount can make attacks of opportunity
this turn, but not both. You don't have to decide which one of you will make attacks of opportunity until one of you gets a
chance to make an attack of opportunity.
When you and our mount move, you both are subject to attacks of opportunity from your foes (your mount might be the one
actually doing the moving, but you're moving as well). For example, when you and your mount leave a threatened space, you
both provoke attacks of opportunity from foes that threaten that space. A foe who can make multiple attacks of opportunity
in a round (for example, a foe with a high Dexterity score and the Combat Reflexes feat) can make an attack of opportunity
against you and one against your mount.
As an optional rule, you might want to treat a rider and a trained war mount (or a special mount, such as a paladin's
warhorse) as a single creature in battle. When the pair moves, they provoke one attack of opportunity for each foe that
threatens them, not one each.
Trained Mounts in a Battle
When a mount has an Intelligence score of 2 or less and it has been specially trained for combat riding (see the Handle
Animal skill description), you'll find that it is quite an asset in battle. Thanks to the mount's training, you and it function more
or less as a single unit in combat, and you gain all the benefits noted in the Basics of Being Mounted section. You must
succeed on Ride checks to get the full benefit of your mount, as noted in the Ride skill description and summarized below:
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Fight Along with Your Mount
Make a DC 10 Ride check as a free action. If you succeed, you can direct your mount to attack a foe and you also can attack
as well. See the section on attacking while mounted for details. If you fail this check, or don't bother to make it, either you or
your mount can attack this turn, but not both of you.
Get Cover from Your Mount
Because you and your mount share a space on the battlefield, you normally cannot claim cover from your mount. Whenever
someone attacks you, however, you can attempt a DC 15 Ride check to claim cover from your mount. If you succeed, you get
the benefit of cover (+4 to AC). According to the D&D FAQ, the cover benefit applies to all attacks made against you during
the same place in the initiative order. If foes attack you several different times during a round, you must make a new Ride
check to get cover from your mount against those attacks. You cannot claim cover while you're casting a spell or making any
kind of attack.
Using your mount for cover isn't an action, and you can do so anytime you're attacked (subject to the limits noted
previously). The rules don't say so, but using your mount for cover represents you actively avoiding attacks, and it's
reasonable to assume that you cannot do so when you are denied your Dexterity bonus (if any) to Armor Class.
Guide the Mount with Your Knees
You make a DC 5 Ride check at the beginning of your turn. If you succeed, you don't have to use your hands to control your
mount until the beginning of your next turn, when you have to repeat the check to continue guiding your mount with your
knees. Although the Ride skill description doesn't specifically say so, guiding a mount with your knees is not an action at all.
Mount or Dismount Quickly
A successful DC 20 Ride check allows you to get on or off a mount one size bigger than you as a free action, but you must
still have a move action available to you this round to do so. The Ride check for a fast mount or dismount is subject to any
check penalty you have for armor or for carrying a load. If you fail the check, you still get on or off your mount, but you use a
move action to do so. (This is why you must have a move action available to you to attempt a fast mount or dismount.)
If your mount makes a single move, you can perform a fast mount or dismount either before or after your mount moves. If
your mount runs or makes a double move, you'll have to get on or off while the mount is moving. The rules don't say if the
DC for a fast mount or dismount assumes that the mount is stationary, but it's a good bet that they do. Add +5 to the DC for
fast mounting or dismounting a moving mount. You perform the fast mount or dismount when your mount has completed half
its movement for the turn.
Soft Fall
If you fall off your mount, you can succeed on a DC 15 Ride check to avoid damage from the fall (see above).
Stay in the Saddle
Any sudden movement your mount makes can make you fall off, and you can be knocked off your mount whenever you take
damage. Make a DC 5 Ride check whenever either event occurs. If you fail the check, you fall off your mount.
You might have to make this check several times during a round. Staying in the saddle doesn't require an action.
Unruly Mounts in a Battle
When a mount has an Intelligence score of 2 or less and it has not been specially trained for combat riding (see the Handle
Animal skill description), it can prove a detriment in battle.
Most mounts that aren't battle trained also aren't aggressive and would prefer to flee from danger. A regular camel, horse,
mule, or pony is a good example. Adventurers may find it easier to simply get off such a mount and fight on foot.
If you want to stay mounted and still fight, you can try to do so, but it takes effort. To keep control of the mount, you must
succeed on a DC 20 Ride check as a move action that provokes an attack of opportunity. With a successful Ride check, you
can direct your mount to move, stand still, or do anything else it normally could do while carrying a rider. If you decide to
make the mount move, your check to control it and the mount's movement are part of the same action, but you've still used
up a move action during your turn. You can perform a standard action during the round, either before the mount moves or
after.
If your check fails, the mount does what it will. Your uncontrolled mount most likely uses the withdraw action to make a
double move away from danger. Doing so prevents attacks of opportunity against the mount when it leaves its first space,
but not when it leaves other spaces where foes threaten it (see page 143 in the Player's Handbook). Because you and your
mount move as one, you reasonably can assume that you involuntarily withdraw as well and that you also get the benefit of
the withdraw action. Your frightened mount also might break into a run, which would leave it and you subject to attacks of
opportunity from the first space the pair of you leave.
If you keep your mount from panicking, you can perform most of the tasks discussed in the section on trained mounts. Most
herbivores will not fight unless trained for combat riding, and it is pointless to try to fight along with such a mount.
Aggressive Mounts in a Battle
A character could ride a mount that isn't cowardly in battle, but still isn't trained to carry a rider into combat. For example, a
riding dog might be inclined to fight when danger threatens. If you're a druid or ranger, you might use your wild empathy
ability (and maybe a speak with animalsspell or two) to induce some big carnivore to give you a lift. If you find yourself in a
battle while still astride your mount/ally, you and your improvised mount still act on your initiative number. You must attempt
a Ride check to direct the mount's actions, which is noted in the section on unruly mounts. If you fail, the mount might stick
around to fight. If so, the mount moves where it will, but you still can't take any other action in the same round that you
made the failed check (you spend your time just staying on).
Some Unofficial Optional Rules
These rules might come in handy when something unusual comes up.
Bailing Out
If you fail to control an untrained mount, you don't want your frightened mount to gallop away from a battle with you
hanging on for dear life, so you can use a free action to just let go and fall off your mount. Your turn is still over, but at least
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you're still in the action. Deliberately falling off your mount is a free action for you. If you decide to fall off, you can make a
Ride check to soften the fall (which doesn't take an action).
Riding Along with an Aggressive Mount
If your mount isn't trained for war but chooses to fight with you aboard, you can just give the mount its head. You and your
mount make separate initiative rolls. Because there are some full-round actions you cannot perform while your mount moves
(see below), you must delay until after your mount's turn to use such actions if your mount's turn in the initiative order
comes before your own turn comes. Even then your mount's movements could keep you from performing your intended
action.
When it's finally your turn to act, you must succeed on a DC 10 Ride check to adjust your actions to fit your mount's
uncontrolled movements. The check is a move action for you, but it does not provoke attacks of opportunity. (You're looking
after yourself, not your mount.) If you fail, your mount's movements keep you from taking any actions this round. If you
succeed, you can use a standard action. Just remember that you're allowing your mount to take you where it will, so your
options might prove limited.
Standard Actions While Your Mount Moves
Table 8-2 in the Player's Handbook and the text accompanying it cover most of the things you can do during combat. Let's
consider how being aboard a moving mount affects those actions. The notes here apply whenever you're riding on a moving
mount or vehicle and can act.
Most standard actions aren't greatly affected when you're mounted. You simply perform them from your perch on your
mount. Sometimes, you can perform the standard action while your mount moves, which can prove pretty darn handy. Other
times, your mount's movement interferes with the action, especially when you have to be someplace in particular to perform
the action. Here's an overview:
Melee Attack
You can make a melee attack from your moving mount. If your mount makes a single move, you make your attack either
before or after the movement. If your mount makes a double move, you can't make a melee attack unless you're charging. If
your mount runs, you can't make a melee attack at all.
As noted above, you use your mount's space and your own reach (measured from the part of the space you and your mount
share). Also as noted above, you gain a +1 bonus (for being on higher ground) if the creature you attack is smaller than your
mount and also on foot.
All of the foregoing assumes that your foe is not aboard your mount with you. (In other words, your mount's movement
carries you toward or away from your foe, or perhaps both during the course of the move.) If you and your foe have both
climbed onto the same mount, you, your mount, and your foe all move together when your mount moves, and melee combat
between you and your foe isn't affected.
Ranged Attack
You can make a ranged attack from your moving mount. If your mount makes a single move, you make your attack either
before or after the movement, and the rules assume your mount is stationary when you shoot. If your mount makes a double
move, you can still make a ranged attack, but you're shooting while the mount is moving and you take a -4 penalty on your
attack roll. If your mount runs, you take a -8 penalty on ranged attacks. In either case, you make your attack roll when your
mount has completed half its movement for the turn.
Unarmed Attack
As with melee attacks,you can make unarmed attacks from your moving mount. If your mount makes a single move, you
make your attack either before or after the movement. If your mount makes a double move, you can't make a melee attack
unless you're charging. If your mount runs, you can't make a melee attack at all. Most unarmed attacks provoke attacks of
opportunity.
Activate a Magic Item
Your mount's movement doesn't interfere much with using magic items. If you activate a spell completion item (such as a
scroll) while your mount is moving, you must make a Concentration check just as you would if casting a spell (see the section
on casting spells).
Otherwise, using and aiming an effect from a magic item while mounted is pretty much like making a ranged attack while
mounted (or like making a melee attack, as appropriate for the item).
Aid Another
Helping an ally in melee combat while mounted works just like making a melee attack while mounted. Aiding another with a
check while mounted works just like using a skill while mounted.
You can use the aid another action to assist your mount in melee combat (improving either its attack rolls or its Armor Class
against one opponent). If your mount is not attacking this round, you can make an attack roll against AC 10. If your mount is
attacking this round, you must first succeed on a DC 10 Ride check to attack along with your mount.
Bull Rush
Initiating a bull rush while mounted works just like making a melee attack. You and your mount function as a single creature
when resolving the bull rush.
Use your mount's size and Strength modifier for the opposed Strength check you make to resolve the bull rush.
Cast a Spell
You can cast a spell with a casting time of one standard action or less normally if your mount makes a single move. You can
cast the spell either before or after your mount moves, and the rules assume your mount is stationary when you cast.
If your mount makes a double move, then you're casting the spell while the mount is moving, and you have to make a
Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running, your
Concentration check is more difficult due to the violent motion (DC 15 + spell level). In either case, you cast your spell when
your mount has completed half its movement for the turn.
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Your mount's movement has no effect on how you aim most spells. If the spell requires you to make a ranged attack roll, you
take penalties if your mount makes more than a single move, as noted in the section on ranged attacks. If the spell requires
you to make a melee attack roll, you're subject to the limitations listed in the section on melee attacks.
Concentrate to Maintain an Active Spell
This works just like casting a spell while mounted.
Dismiss a Spell
Your mount's movement doesn't affect your ability to dismiss a spell. If your mount makes a single move, you can dismiss
the spell either before or after your mount moves. If your mount runs or makes a double move, you dismiss the spell when
your mount has completed half its movement for the turn.
Draw a Hidden Weapon
Your mount's movement doesn't affect your ability to draw a hidden weapon. If your mount makes a single move, you can
draw the weapon either before or after your mount moves. If your mount runs or makes a double move, you draw the
weapon when your mount has completed half its movement for the turn.
Drink a Potion or Apply an Oil
Your mount's movement doesn't affect your ability to drink a potion or apply an oil. If your mount makes a single move, you
can drink the potion or apply the oil either before or after your mount moves. If your mount runs or makes a double move,
you drink the potion or apply the oil when your mount has completed half its movement for the turn.
Escape a Grapple
If you and the foe grappling you are both aboard the same mount, the mount's movement doesn't affect the grapple. If the
foe that is grappling you isn't aboard your mount, your mount cannot move away unless you fall off or escape the grapple
first. The time you take escaping the grapple limits your mount to a single move. You can instead try to move your opponent.
To do so, you must first win an opposed grapple check. If you succeed, your mount can make a single move, dragging your
and your foe along (subject to its carrying capacity).
Feint
Feinting in melee combat is subject to the same limitations that apply to making a melee attack. You must be within melee
reach of the foe that is the subject of your feint attempt.
Light a Torch with a Tindertwig
Your mount's movement doesn't affect using a tindertwig. You need both hands to light the torch (one for the torch and one
for the tindertwig), and to have both hands free you need to succeed on a DC 5 Ride check to guide your mount with your
knees.
Lower Spell Resistance
Your mount's movement doesn't affect your ability to lower spell resistance. If your mount makes a single move, you can
lower your resistance before or after your mount moves. If your mount runs or makes a double move, you lower your
resistance when your mount has completed half its movement for the turn.
Make a Dying Friend Stable
Making an ally stable requires using the Heal skill (see the notes on skill use for details).
Overrun
Performing an overrun while mounted works just like making a melee attack. You and your mount function as a single
creature when resolving the overrun.
Use your mount's size and Strength modifier for the opposed Strength check you make to resolve the overrun.
Read a Scroll
Reading a scroll while mounted works just like casting a spell while mounted.
Ready
Your mount's movement doesn't affect your ability to ready an action. If your mount makes a single move, you can ready an
action before or after the mount moves. If your mount runs or makes a double move, you ready your action when your
mount has completed half its movement for the turn.
Sunder
Sundering a weapon or another object while mounted works just like making a melee attack while mounted.
Total Defense
Your mount's movement doesn't affect your ability to use the total defense action. If your mount makes a single move, you
can begin using total defense before or after the mount moves (it's usually to your benefit to do so before the mount moves).
If your mount runs or makes a double move, you begin total defense when your mount has completed half its movement for
the turn. (In most cases, it pays to slow down when using total defense).
Turn or Rebuke Undead
Your mount's movement doesn't affect your ability to turn or rebuke undead. If your mount makes a single move, you turn or
rebuke undead before or after the mount moves. If your mount runs or makes a double move, you turn or rebuke undead
when your mount has completed half its movement for the turn.
Use an Extraordinary Ability
Using an extraordinary ability while mounted works much like using a skill (see next entry).
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Use a Skill That Takes One Action
Using a skill that requires you to touch or handle something while mounted (such as Sleight of Hand or Use Rope) is subject
to the same limitations that apply to mounted melee attacks. Whatever you touch or handle must be within reach when you
use the skill. If you can carry whatever you're touching or handling as part of your skill along with you as your mount moves,
your mount's movement doesn't affect the skill use (though the DM might choose to impose a check penalty or DC increase).
A skill that works at a distance (such as Listen or Spot) usually isn't affected by your mount's movement (though the DM
might choose to impose a check penalty or DC increase). If your mount makes a single move, you can make your skill check
before or after the mount moves). If your mount runs or makes a double move, you use your skill check when your mount
has completed half its movement for the turn.
Using a Spell-Like Ability
Spell-like abilities require some concentration, and using one while mounted works just like casting a spell while mounted.
Using a Supernatural Ability
Supernatural abilities works like making a ranged attack or casting a spell, except that doing so doesn't provoke an attack of
opportunity.
Move Actions
It might seem odd, but you can use several kinds of move actions while your mount moves.
Move
This is one move action you can't use while mounted -- your mount does the moving for you.
Control a Frightened Mount
You must use this action to direct the actions of a mount that isn't naturally aggressive and has not been trained for combat
riding (see Unruly Mounts in Battle above). If you succeed and direct your mount to move, your move action is part of the
mount's movement for the turn.
Direct or Redirect an Active Spell
Your mount's movement doesn't affect your ability to direct or redirect a spell. If your mount makes a single move, you can
direct or redirect the spell before or after the mount moves. If your mount runs or makes a double move, you direct or
redirect the spell when your mount has completed half its movement for the turn.
Draw a Weapon
You can draw a weapon while your mount moves. (If you have a base attack bonus of +1 or higher, you also can draw a
weapon while you move on your own.) If your mount makes more than a single move, you can draw the weapon during
either the first or the second half of your mount's movement for the turn.
Load a Hand or Light Crossbow
You can load a hand or light crossbow while your mount moves. If your mount makes more than a single move, you can draw
the weapon during either the first or the second half of your mount's movement for the turn.
Open or Close a Door
It's possible to work a door when mounted, but not while the mount moves. If your mount makes more than a single move
during a turn, you don't have time left to open or close the door.
Mount or Dismount
You can't combine this action with your mount's movement, but you can mount or dismount during a turn when the mount
moves (see above for details).
Move a Heavy Object
Moving something really heavy usually isn't possible while mounted unless you use the mount to do the moving. (Most
mounts can either push the object or pull it with the aid of some kind of harness.) Moving an object this way usually is a fairly
involved operation and directing the mount is a move action you use as part of the move action the mount uses to shift the
object.
Pick Up an Item
You can pick up an item while your mount moves, but it's usually tough to grab something off the ground when you're sitting
atop a mount. As an optional rule, you might want to require a DC 15 Ride check (armor check penalty applies) to swing
down and grab an item off the ground without dismounting. The DC increases to 20 if the mount makes a double move and
to 25 if the mount runs. You can pick up an item at any point during the mount's movement.
Sheathe a Weapon
You can sheathe a weapon while your mount moves. If your mount makes more than a single move, you can sheathe a
weapon during either the first or the second half of the mount's movement during the turn.
Stand Up from Prone
You usually cannot be both prone and mounted. If you are, you can get up while the mount moves. If your mount makes
more than a single move, you can get up either the first or the second half of the mount's movement during the turn.
Ready or Loose a Shield
You can ready or loose a shield while your mount moves. (If you have a base attack bonus of +1 or higher, you also can
ready or loose a shield while you move on your own.) If your mount makes more than a single move, you can ready or loose
a shield during either the first or the second half of your mount's movement for the turn.
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Retrieve a Stored Item
You can retrieve a stored item while your mount moves. If your mount makes more than a single move, you can retrieve a
stored item during either the first or the second half of your mount's movement for the turn.
Full-Round Actions
As with standard actions, you can sometimes perform a full-round action while your mount moves. Other times, your mount's
movement interferes with the full-round action, especially when you have to be someplace in particular to perform the action.
If a full-round action is shown on Table 8-2 but not included here, you can perform it from a moving mount. You complete the
action after the mount completes its movement for the turn. Some full-round actions require some additional notes:
Full Melee Attack
A moving mount usually keeps you from using the full attack action for melee attacks because you spend part of your turn
just moving along with your mount. You can make a full melee attack while mounted, however, if your mount moves no more
than 5 feet during the turn. The rules don't say so, but common sense dictates that 5 feet of movement in this case
constitutes a 5-foot step. If your mount uses the minimum movement rule to move 5 feet though (see page 149 in the
Player's Handbook), the best you can manage on the same round is a single melee attack.
Full Ranged Attack
You can make a full ranged attack from your moving mount. If your mount makes a single move, you make all your ranged
attacks either before or after the movement, and the rules assume your mount is stationary when you shoot. If your mount
makes a double move, you can still make a full ranged attack, but you're shooting while the mount is moving and you take a
-4 penalty on your attack roll. If your mount runs, you take a -8 penalty on ranged attacks. In either case, you make all your
attack rolls when your mount has completed half its movement for the turn.
Charge
Performing a mounted charge works just like performing a charge on foot. You use your mount's speed rating. Remember
that no creature can charge through an obstacle, another creature, or terrain that hampers movement. Due to its larger size,
your mount might be unable to charge in a location where you could if on foot (see page 148 in the Player's Handbook).
If you're armed with a lance, you deal double damage when you perform a mounted charge.
Deliver Coup de Grace
You can deliver a coup de grace from a moving mount only when your mount moves 5 feet or less during the current turn.
Escape From a Net
If you happen to find yourself caught in a net and your mount is not, you can attempt to escape from it while your mount
moves. Resolve the attempt after the mount completes its movement.
Use a Skill That Takes 1 Round
Using a skill that requires you to touch or handle something while mounted (such as Disable Device or Open Lock) is subject
to the same limitations that apply to mounted melee attacks. Whatever you touch or handle must be within reach when you
use the skill. If you can carry whatever you're touching or handling as part of your skill along with you as your mount moves,
your mount's movement doesn't affect the skill use (though the DM might chose to impose a check penalty or DC increase).
A skill that works at a distance (such as Search or Survival) usually isn't affected by your mount's movement (though the DM
might choose to impose a check penalty or DC increase. If your mount makes a single move, you can make your skill check
before or after the mount moves). If your mount runs or makes a double move, you use your skill check when your mount
has completed half its movement for the turn.
Use a Touch Spell on Up to Six Friends
You can deliver a touch spell while your mount moves. You can use your mount's speed to move from friend to friend. If you
cast the spell with a casting time of one action during the same round you deliver it, the spell isn't completed until your
mount completes half its movement for the turn.
Withdraw
You can withdraw while mounted. Use your mount's speed rating. The first square you and your mount leave is not
considered threatened and neither you nor your mount provoke attacks of opportunity when you leave that square.
Mount Height
Because your mount gives you a height advantage in combat, it's sometimes worthwhile to consider just how high up you are
when sitting astride your mount. The table below gives typical heights for creatures of various sizes:
Size
Space
Natural Reach
Fine
1/2 ft. across x 1/2 ft high
0 ft.
Diminutive
1 ft. across x 1 ft high
0 ft.
Tiny
2 1/2 ft. across x 2 1/2 ft. high
0 ft.
Small
5 ft. across x 5 ft. high
5 ft.
Medium
5 ft. across x 5 ft. high
5 ft.
Large (Long)
10 ft. across x 5 ft. high
5 ft.
Large (Tall)
10 ft. across x 5 ft. high
10 ft.
Huge (Long)
15 ft. across x 10 ft. high
10 ft.
Huge (Tall)
15 ft. across x 15 ft. high
15 ft.
Gargantuan (Long) 20 ft. across x 15 ft. high
15 ft.
Gargantuan (Tall)
20 ft. across x 20 ft. high
20 ft.
Colossal (Long)
30 ft. across x 25 ft. high
15 ft.
Colossal (Tall)
30 ft. across x 30 ft. high
25 ft.
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As noted above, a mounted character measures reach for melee attacks from any part of the space the rider shares with the
mount. If you want to limit how far down a mounted character can reach, just assume the rider sits atop the mount, then
compare the rider's reach with a foe's height (or the height of anything else the rider wants to reach).
You also can use this table to determine falling damage when a rider falls off a mount.
Feats in Mounted Combat
Several feats from the Player's Handbook give you extra advantages in combat. Here's an overview:
Mounted Archery
This feat simply reduces the attack penalties you suffer when making ranged attacks from a moving mount. Your penalty is 2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. Remember that if your
mount makes only a single move (or does not move at all), you make your ranged attack either before or after your mount
moves and your mount is assumed to be stationary when you shoot (or throw).
Mounted Combat
This feat allows you to negate hits against your mount. You can use this feat once each round when your mount is hit by a
melee or ranged attack. You usually use the feat during another creature's turn, but you can use it during your own turn to
protect your mount from an attack of opportunity. You can wait until you know if an attack hits before deciding to use the
feat, but you should do so before the damage roll from a successful attack. (Your DM should give you a moment to make
your decision before any damage rolls.) When you use the feat, your Ride check result effectively becomes your mount's
Armor Class if it is higher than your mount's current Armor Class. If the foe has rolled a natural 20 for the attack, it hits your
mount automatically no matter what your Ride check (or your mount's Armor Class) is.
Ride-By Attack
This feat works something like the Spring Attack feat. You can charge a foe, attack, and then keep moving. The total distance
you move cannot exceed twice your mount's speed. You and your mount's movements don't provoke attacks of opportunity
from the foe you attack. Since you must charge in a straight line and you cannot move through another creature's space
when charging, exactly how you use this feat is problematical. According to the D&D FAQ, you charge directly toward your
target as normal. After your attack, you can change direction so you can move away in a straight line.
Spirited Charge
This feat allows you to deal double damage with a melee weapon when you and your mount charge, or triple damage with a
lance. You can use this feat along with a ride-by attack. This feat doesn't increase the damage your mount deals if it also
attacks during the charge.
Trample
This feat keeps your opponent from simply stepping aside to avoid you and your mount when you make a mounted overrun
(see the notes on mounted overruns above). In addition, if your foe is knocked down in the overrun, your mount can make a
free hoof attack. According to the D&D FAQ, a mount that lacks hooves can instead make an attack with any natural weapon
it has on its front feet.
Intelligent Mounts
According to the Dungeon Master's Guide, a mount with an Intelligence score of 3 or higher acts like an NPC ally rather than
a mount. Riding such an ally works much like riding an aggressive mount in battle (see above), except that you don't have to
make a Ride check to act while riding. (If your mount carries you willingly, the ride is smooth enough so your actions aren't
restricted.) You also cannot make a Ride check to control the mount's actions, but you can make a Diplomacy (or possibly a
Wild Empathy) check to get the mount to accept your direction. If you do, your mount acts just like a mount trained for
combat riding.
Even if you cannot (or do not choose to) direct your mount's actions, you still can ride along, making your own initiative roll
and possibly delaying until after your mount acts, as noted above.
Riding as a Passenger
You're riding on a mount or a vehicle as a passenger if you're aboard but someone else is controlling the mount or vehicle.
This also works just like riding an intelligent mount, except that you don't have the option of taking control of the mount. (If
you did, you wouldn't be a mere passenger.)
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Grappling
Foreword
Many a D&D character has gone down to defeat while writhing in an opponent's grasp. Unfortunately, many a D&D game has
come to a grinding halt as the DM and players struggled with the grappling rules. This article can't do much about the
mayhem that ensues when big a monster grabs your character, but it can ease the confusion surrounding the grappling rules.
Grappling Basics
Everyone knows that grappling involves grabbing a foe and holding on, but it's a trifle more complicated than that. Here is an
overview of the basics:
Grabbing
 A grapple attack begins with grabbing a foe.
You can't grapple anything until you get your hands on it first. For most player characters, grabbing a foe for a grapple attack
requires a successful melee touch attack.
The grab provokes an attack of opportunity from the foe being grabbed. If the attack of opportunity hits and deals damage,
the grab automatically fails (see page 156 in the Player's Handbook). If the attack of opportunity doesn't hit, or if it hits and
deals no damage (as it might if the target has damage reduction), it doesn't automatically defeat the grab, but the grab still
fails if the melee touch attack fails.
Successful grab
 An opposed grapple check follows a successful grab.
Once you grab someone, you must establish a hold, and you do that by making an opposed grapple check against your foe.
The rules say the opposed grapple check that follows a successful grab is a free action for you, but it's really not an action at
all. You make the grapple check as part of the attack you used to make the grab. Likewise, the opposed check your foe
makes to resist you is not an action for him.
A grapple check is just like a melee attack roll, except that a special size modifier replaces your normal size modifier. In
regular melee combat, smaller creatures get both an attack bonus and an Armor Class bonus. When grappling, the advantage
goes to the bigger opponent. Table 7-1 in the Monster Manual shows size modifiers for regular and grappling combat. Page
156 in the Player's Handbook also shows special size modifiers for grappling.
Because a grapple check is an opposed check, the combatant with the higher total wins the check. If the check is a tie, the
combatant with the highest total grapple modifier (base attack bonus + Strength modifier + special size modifier + any
miscellaneous that might apply). If there is a tie and both combatants have the same grapple modifier, roll again to break the
tie.
If you win the opposed check, you deal unarmed strike damage to your foe (1d3 points of nonlethal damage for most Medium
characters) and you have your foe in your grasp.
If you lose the opposed check, your foe avoids your grasp.
Maintaining hold
 You can maintain a hold on a foe from round to round.
Once you establish a hold on a foe (by grabbing that foe and then winning the ensuing opposed grapple check) you can keep
holding on by moving into the foe's space. This movement is free for you (it doesn't count against your speed for the current
round), but it provokes attacks of opportunity from foes that threaten you (but not from the foe you have in your grasp).
You can enter your foe's space even if your relative sizes would normally keep you from ending your move in that foe's space
or even passing through that space (see page 148 in the Player's Handbook).
When grappling
 Grappling has consequences.
You're grappling whenever you have a foe in your grasp or vice versa.
When you're grappling, you don't threaten any squares, not even the square you're in.
You lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling. (You can still use it against
opponents you are grappling.)
You can't move while grappling unless you first win an opposed grapple check, and even then you have to drag your
opponent along with you (see below).
You share your foe's space when you're grappling. If you and your foe are different sizes, use the larger of the two space
entries. Any attack that can reach the shared space can hit you. You don't get cover from a foe you're grappling, but any
attack aimed into your shared space has an equal chance to strike you or the creature you're grappling. Roll randomly to
determine which creature an attack strikes (see note 3 on Table 8-6 in the Player's Handbook). If you use a weapon against a
foe you're grappling (see below), you don't have to roll to determine the target you actually attack.
Size limits
 Grappling has size limits.
You can grab a creature of any size, but you cannot establish or maintain a hold on a creature that is two or more size
categories bigger than you. For example, if you're a Medium creature, you can establish a hold only on a creature of Large
size or smaller. Huge or bigger creatures are too big for you to grapple.
Opposed checks
 You make opposed checks many times when grappling.
When someone is trying to do something to you in a grapple, such as establish a hold, deal damage, or use your own weapon
against you, you and your foe make opposed checks. An opposed grapple check you make to resist something your foe does
is not an action for you, and you can make the opposed check even when you're flat footed or it isn't your turn.
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Common Misconceptions about Grappling
You'll find that many of your problems with grappling will vanish if you avoid these common misconceptions:
Helpless
 You're helpless when a foe has you in a hold, or when a foe has you pinned.
You lose your Dexterity bonus to Armor Class (if any) when grappling (even when it's you doing the holding), but you're not
helpless. If you've been pinned (see below), you have more troubles, but a pinned character isn't helpless, either.
Because a grappling or pinned creature is not helpless, it is not subject to the coup de grace special attack action.
Escape
 If you lose an opposed grapple check while holding on to a foe, your foe automatically escapes.
It is true that you must win an opposed grapple check to establish a hold right after you've grabbed a foe. Once you've
established a hold, however, you keep holding on until you release your foe or your foe escapes. When you begin your turn
with a foe in your grasp, you can make an opposed grapple check to accomplish many things, including damaging or pinning
your foe (see below). If you fail the opposed check, you don't accomplish whatever you were trying to do, but your failure
doesn't release your foe.
 If you win an opposed grapple check while a foe is holding on to you, you escape.
If you begin your turn in a foe's grasp, you can escape by making and winning an opposed grapple check. If you fail, you
don't escape. During your foe's turn, you might have to make additional opposed grapple check to resist whatever your foe
tries to do to you. Winning such a check merely foils whatever the foe was trying to do, but you don't escape unless you use
an action on your own turn to escape.
Grappling Requirements
The rules don't go into much detail about when you're capable of making grapple attacks. Common sense, however, suggests
a few minimal requirements.
Because grappling involves grabbing and holding a foe, you need both hands to do it.
Since most shields in the D&D game are strapped to your forearm, you can let go of the shield and use your shield hand for
grappling. You can grab or hold a foe with a buckler strapped to your arm at no penalty. A light shield imposes a -1 penalty
on grapple checks you make offensively. A heavy shield imposes a -2 penalty. You can't initiate a grapple while using a tower
shield. Your shield doesn't affect any grapple checks you make defensively (such as check to escape a foe's hold).
Creatures that lack manipulative appendages can make grapple attacks if they have body parts they can wrap around foes or
some means of clamping down on a target. For example, a snake can grapple by biting and wrapping its body around a foe.
Your Options When Grappling
As noted above, you're grappling whenever you have a foe in your grasp or whenever you're in a foe's grasp. When you begin
your turn involved in a grapple (no matter who started the grapple), you have several options, as noted on pages 155-157 in
the Player's Handbook. Here's a review, with a few additional comments.
Many of these maneuvers take the place of an attack (rather than being standard actions or move actions). If your base
attack bonus allows you multiple attacks, you can attempt one of these maneuvers in place of each of your attacks, but you
use successively lower attack bonuses to resolve any required opposed grapple checks.
Many of these maneuvers require you to win an opposed grapple check before you can perform them. If you fail the check,
you cannot perform the maneuvers and the action (or attack) you used to perform the maneuver is wasted.
Activate a Magic Item
You can activate most kinds of magic items except items with a spell completion trigger (such as scrolls). In most cases,
activating a magic item is a standard action.
Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are
grappling. You take a -4 penalty on such attacks.
You can't attack with two weapons while grappling, even if both are light weapons. If you have multiple natural weapons,
however, you can use all of them while grappling. In many cases, though, you're better off making an opposed grapple check
to damage your opponent rather than making an attack with a natural weapon (see the section on damaging your opponent
for details).
Cast a Spell
You can attempt to cast some spells while grappling or even while pinned (see below). The spell you cast while grappling (or
pinned) must have a casting time of no more than 1 standard action. The spell cannot have a somatic component, and you
must have in hand any material components or focuses you might need for the spell. To cast the spell, you also must succeed
on a Concentration check (DC 20 + spell level) or lose the spell.
The Still Spell metamagic feat can prove useful for casting spell while grappling, provided that using the feat doesn't increase
the spell's casting time to more than 1 standard action (as it would for a bard or sorcerer).
A spell-like ability has no verbal, somatic, material, focus, or XP components, so you can use one while grappling. To do so,
you must succeed on a Concentration check; the DC for the check is exactly the same as it would be if you were casting a
spell. See Rules of the Game on spell-like abilities.
Damage Your Opponent
You can make an opposed grapple check to deal damage to your opponent when grappling. If you win the opposed check,
you deal nonlethal damage equivalent to an unarmed strike (2d6 for Colossal attackers, 1d8 Gargantuan, 1d6 Huge, 1d4
Large, 1d3 Medium, 1d2 Small, 1 Tiny or smaller; plus Strength modifiers). If you want to deal lethal damage, you take a -4
penalty on your grapple check.
Monks (and a few other characters), deal more damage with unarmed strikes than other characters, and the damage is
lethal. However, a monk can choose to deal their damage as nonlethal damage when grappling without taking the usual -4
penalty for changing lethal damage to nonlethal damage.
Even if a creature has natural weaponry, it doesn’t use those natural weapons as part of this action. It must use the “Attack
Your Opponent” action (described above) to do so.
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Draw a Light Weapon
You can draw a light weapon while grappling as a move action. This requires a successful grapple check.
Escape from Grapple
You can escape from an opponent's grasp by winning an opposed grapple check in place of making an attack. You can make
an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If you choose to
make an Escape Artist check, your foe still makes a grapple check to oppose your check.
If more than one opponent is grappling you, your grapple check result (or Escape Artist check result) has to beat all their
individual check results to escape. (Opponents don't have to try to hold you if they don't want to.) If you escape, you finish
the action by moving into any space adjacent to your opponent or opponents. This movement is part of the attack or
standard action you used to escape the grapple. The movement provokes attacks of opportunity from foes who threaten the
space you leave, but the movement doesn't count against your speed for the current turn.
Move
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check.
This requires a standard action, and you must beat all the other individual check results to move the grapple. Even if you win
the opposed check (or checks) you must be strong enough to drag the combined weights of all the creatures you're moving.
Your movement provokes attacks of opportunity from foes that threaten you. Likewise, the creatures you drag along also
provoke attacks of opportunity from foes that threaten them when you move them.
If you have pinned your foe and nobody else is involved in the grapple (see below), you get +4 bonus on your grapple check
to move the pinned opponent.
Retrieve a Spell Component
By using a full-round action, you can produce a spell component from your pouch while grappling.
Pin Your Opponent
You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once
you have an opponent pinned, you have a few new options available to you, but there are a few things you can't do (see
below).
Break Another's Pin
If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an
attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is
no longer pinned.
Use Opponent's Weapon
If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an
attack). If you win, make an attack roll with the weapon (doing this doesn't require another action). You have a -4 penalty on
the attack roll.
You don't gain possession of the weapon by performing this action; you simply turn the weapon against your foe for one
attack.
Other Options when Grappling
The grappling options presented in the Player's Handbook cover most things you'd want to do while grappling, but here are a
few more (strictly optional) possibilities.
Break Another's Hold
This works just like breaking another's pin, except that you use it against a foe that merely has a hold on another character.
If you win the opposed check, you free the character you're helping.
Throw Your Foe to the Ground
This works just like a trip attack except that you don't make an initial touch attack (because you're grasping your foe already)
and you and your foe make opposed grapple checks to resolve the trip attack. If you win, you and your foe fall prone in the
space you both share, but you're still grappling. At your option you can take a -4 penalty on the opposed check; if you win
you break your foe's hold on you and you throw your foe to the ground in a space adjacent to the space you formerly shared.
(You stay on your feet.) Your foe's movement does not provoke attacks of opportunity, nor does it count against her
movement for the current turn (or her next turn).
If you lose the opposed check, your foe gets a chance to trip you by making an opposed grapple check, just as described
above.
Release Your Hold
Curiously, the Player's Handbook says nothing about voluntarily relinquishing your hold on a foe, so here's a rule to cover
that. You can release your foe as a free action. You are still considered to be grappling, however, unless your foe also decides
to release you at same time. If your foe does not want to release you, you can escape by winning an opposed grapple check
that you make instead of a melee attack.
When you and your foe release each other, one of you must go to a space adjacent to the space the two of you once shared.
The movement provokes attacks of opportunity from foes who threaten the space the character leaves, but the movement
doesn't count against the character's speed for the current turn. If you made a successful opposed grapple check to end the
grapple, you decide who moves. If you both decide to release each other, make an opposed grapple check and the winner
decides who moves.
Retrieve a Stored Item
You can use a full-round action to grab an item you're carrying. The stored item must be fairly accessible -- that is stored in a
bandoleer, belt pouch, sleeve, pocket, or other location within easy reach.
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The Effects of Being Pinned
As noted last week, a pinned character is held immobile (but not helpless) for 1 round. While you're pinned, you take a -4
penalty to your AC against opponents other than the one pinning you. At your opponent's option, you may also be unable to
speak.
Your Options While Pinned
Speaking or casting a spell
You can speak while pinned only if your opponent has not chosen to keep you from speaking. If your foe allows you to speak,
you can cast a spell with a verbal component, provided that the spell does not have a somatic component, provided that the
spell has a casting time no longer than one standard action, and provided that you have any required material or focus
components in hand. You must make a Concentration check to cast the spell, as noted above. You cannot use a full-round
action to retrieve a spell component you need as you can when merely grappling. The Still Spell and Silent Spell metamagic
feats can prove useful for casting spells while grappling, provided that using the feat doesn't increase the spell's casting time
to more than 1 standard action (as it would for a bard or sorcerer).
Using a spell-like ability
A spell-like ability has no verbal, somatic, material, focus, or XP components, so you can use one while pinned. To do so, you
must make a Concentration check; the DC for the check is exactly the same as it would be if you were casting a spell. See
rules on spell-like abilities.
Escaping the pin
As you might expect, you can't move out of the space you share with a foe that has pinned you. You cannot take any other
actions except to make an opposed grapple check to escape the pin in place of an attack. You can make an Escape Artist
check in place of your grapple check if you want, but this requires a standard action. If you win the opposed check, you
escape the pin, but you're still grappling. If your base attack bonus allows you to make multiple attacks, you can attempt to
escape the pin multiple times (at successively lower attack bonuses). If you escape the pin, you're still grappling with your
foe, but if you have still have attacks available, you can keep right on grappling, as noted above.
Things You Cannot Do While Pinning an Opponent
Holding another creature immobile takes quite a bit of effort, so your options while pinning another creature are pretty
limited, but you do have an advantage over a foe you have pinned. Pages 156-157 in the Player's Handbook describe what
you can and cannot do when you have a foe pinned.
Drawing or using a weapon
You cannot draw or use a weapon (against the pinned character or any other character) while you are pinning an opponent.
Escaping another's grapple, pin another character or break another’s pin
You cannot escape another's grapple, pin another character, or break another's pin while you are pinning an opponent.
Retrieving a spell component
You cannot retrieve a spell component while you are pinning an opponent.
Things You Can Do While Pinning an Opponent
While pinning a foe, some standard as well as some new grappling maneuvers are available to you.
Damaging your opponent
You can attempt to damage your opponent with an opposed grapple check or use your opponent's weapon against him (see
above).
Moving the grapple
You can attempt to move the grapple (see above).
Casting a spell
You can cast a spell (as described above).
Snatching Items
You can use a disarm action to remove or grab away a well-secured object worn by a pinned opponent, but he gets a +4
bonus on his roll to resist your attempt (see the Disarm action on page 155 in the Player's Handbook). Because your pinned
foe can't attack, your attempt to disarm your foe doesn't provoke an attack of opportunity from that foe.
Releasing Your Foe
When you have a foe pinned, you're more or less in control of the situation. You can voluntarily release a pinned foe as a free
action; if you do so, you are no longer considered to be grappling that character (and vice versa).
Once released, your foe must go to a space adjacent to the space the two of you once shared. The movement provokes
attacks of opportunity from foes who threaten the space your foe leaves, but the movement doesn't count against the foe's
speed for the current turn.
Other Options While Pinning an Opponent
Here are a few optional maneuvers for use against a foe you've pinned.
Throw Your Foe to the Ground
Make an opposed grapple check as a melee attack. If you win, your foe winds up prone in any square adjacent to the square
you and your foe formerly shared. The movement provokes attacks of opportunity from enemies who threaten the space your
foe leaves, but the movement doesn't count against the foe's speed for the current turn. You stay on your feet in the space
you formerly shared with your foe and you and your foe are no longer grappling.
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Toss Your Foe
Make an opposed grapple check as a melee attack. If you succeed, you can literally pick up your foe (provided you can lift
your foe's weight). Make a Strength check; if your result is at least 10, you toss your foe 5 feet. For every 5 points your
Strength check result exceeds 10, you toss your foe another 5 feet, to a maximum of 25 feet.
Move Your Foe
Make an opposed grapple check as a melee attack. If you win, you shift your foe into any square adjacent to the square you
and your foe formerly shared. You must be able to carry or drag your foe's weight to move your foe.
You can stay in the space you and foe formerly shared; if you do, you release your foe and are no longer grappling. You also
can choose to move along with your foe; if you do, your foe remains pinned. The movement provokes attacks of opportunity
from enemies who threaten the space you or your foe leaves, but the movement doesn't count against you or your foe's
speed for the current turn.
Grappling with More than One Foe
Sometimes, you'll find it helpful to join a grappling contest that's already in progress, such as when a big monster grabs a
key ally.
Joining an Existing Grapple
When your chosen foe is already grappling, you can use a melee attack to grab him and establish a hold just as described
above, except that the target doesn't get an attack of opportunity against you, and your grab automatically succeeds. You
still have to make a successful opposed grapple check to become part of the grapple.
If multiple opponents are involved in the grapple, you pick one to make the opposed grapple check against. In this case, you
don't have to randomly determine which foe your grab attack strikes (see above). If that seems overly generous to you, you
can require a full-round action to choose your target. As part of that action, you make the grab and the ensuing opposed
grapple check to try and establish a hold.
Ganging Up in a Grapple
Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller
than you count for half, creatures that are one size category larger than you count double, and creatures two or more size
categories larger count quadruple. For example, eight halflings (size Small) can grapple one human (size Medium).
When Your Foes Gang Up on You
When you are grappling with multiple opponents, you usually choose one opponent and make an opposed check against that
opponent. If you attempt to escape from the grapple, however, you must make grapple check against every foe that has hold
of you. You make one check and compare it to your foes' check results. If you win all the opposed checks, you escape from
all your foes. The rules don't say so, but it's reasonable to assume that if you don't win all the opposed checks, you don't
escape from any of them (the holds you don't break keep you in place). According to the rules, escaping from multiple
grapplers is the only time you have to beat all your foes' opposed rolls. Common sense suggests that moving multiple
grapplers (see above) also requires you to beat all their opposed grapple checks.
Monsters and Grappling
In general, monsters follow the same rules as PCs when conducting a grapple.
Monsters in a grapple may use their natural weapons, but only by using the “Attack Your Opponent” option (which applies a –
4 penalty on the attack roll). When using the “Damage Your Opponent” option, the creature deals unarmed strike damage
appropriate to its size (see Part 2 of this column)
Some options available while grappling (such as “Damage Your Opponent” and “Pin Your Opponent”) state that they may be
used in place of an attack. The monster gets as many “attacks” in a full attack action as it would get if it were attacking with
a weapon, based on its base attack bonus: +1 to +5, one attack; +6 to +10, two attacks; +11 to +15, three attacks, and
+16 and up, four attacks. Each one after the first would suffer a cumulative –5 penalty on the roll (just like a character with a
high BAB making multiple weapon attacks).
For example, a dire tiger (BAB +12) grappling a PC would be allowed three separate attempts to damage its opponent,
escape from the grapple, or pin its opponent; the second would take a –5 penalty on the grapple check, while the third would
take a –10 penalty.
Improved Grab
The improved grab special attack allows a monster to make a grab attack as part of a regular melee attack with a particular
natural weapon (usually a bite or claw). If the attack hits, the natural weapon deals damage normally, and the monster
immediately makes an opposed check to establish a hold. The attack doesn't provoke an attack of opportunity. Since the
attack already dealt damage when it hit, a successful hold deals no extra damage. Each successful grapple check the attacker
makes during successive rounds automatically deals the damage indicated for the attack that established the hold. (This
works just like making a grapple check to deal damage.)
A creature with the improved grab special attack has the option to conduct the grapple normally, or simply use the part of its
body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple
checks, but it is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area,
and can use its remaining attacks against other opponents. This is handy for really big monsters, such as giant squids and
krakens.
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space (rather than entering the foe's
space). According to page 310 in the Monster Manual, the grabbed creature's involuntary movement does not provoke
attacks of opportunity. A creature with the improved grab special attack and reach drags a grabbed foe a considerable
distance.
A creature with the improved grab special attack can move without making an opposed grapple check, provided it can drag
the opponent's weight. The creature's movement and the involuntary movement by anyone it drags along provokes attacks of
opportunity normally.
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Constrict
Creatures with the constrict special attack deal extra damage when grappling. Most creatures with this attack usually also
have the improved grab special attack. A creature deals extra constriction damage when it first grabs a foe and establishes a
hold. If the creature later makes a grapple check to deal damage to a creature in its grasp, it deals damage from the natural
weapon it uses in the attack (if any) and extra constriction damage as well.
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Clerics
Foreword
Most D&D players feel vulnerable, if not downright naked, without a cleric in the group. A cleric's spells and class features can
literally make the difference between life and death for a party. Unfortunately, the rules governing a cleric's extensive array
of spells and class abilities can cause confusion when players and DMs start exploring the limits of the cleric's powers. We'll
try to clear some of that up.
Alignment
Most clerics are associated with a deity. When a cleric has a patron deity, his alignment must be the same as the deity's or
within one step of his deity's alignment on either the lawful-chaotic axis or the good-evil axis, but not both. A cleric cannot be
neutral (that is, neutral on both the law-chaos and the good-evil axis) unless his deity also is neutral. The table below shows
the possibilities:
Deity Alignment
Possible Cleric Alignments
Lawful Good
Lawful Good, Lawful Neutral, Neutral Good
Neutral Good
Neutral Good, Lawful Good, Chaotic Good
Chaotic Good
Chaotic Good, Neutral Good, Chaotic Neutral
Lawful Neutral
Lawful Neutral, Lawful Good, Lawful Evil
Neutral
Neutral, Neutral Good, Lawful Neutral, Chaotic Neutral, Neutral Evil
Chaotic Neutral
Chaotic Neutral, Chaotic Good, Chaotic Evil
Lawful Evil
Lawful Evil, Lawful Neutral, Neutral Evil
Neutral Evil
Neutral Evil, Lawful Evil, Chaotic Evil
Chaotic Evil
Chaotic Evil, Chaotic Neutral, Neutral Evil
A cleric could have no deity at all (see page 32 in the Player's Handbook). A cleric with no deity can have any alignment, but
the cleric's choice of alignment can affect which clerical domains the cleric can choose (see the next section).
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see
the detect evil spell description for details), no matter what the cleric's alignment actually is. For example, a neutral good
cleric of a lawful good deity has auras of law and good.
A cleric without a deity still has an alignment aura if he chooses the Chaos, Evil, Good, or Lawful domains. The aura matches
the domain (or domains).
Cleric Spells
In most people's minds, the cleric is primarily a spellcaster, and a cleric's spells can prove powerful indeed. The cleric class
description on page 32 in the Player's Handbook covers the cleric's spellcasting ability in some detail. The text covering divine
spells on pages 179-180 provides additional information. Here's an overview of the basics:
A cleric casts divine spells
Divine spells are not subject to arcane spell failure chances from armor and shields. Certain divine spells might have different
material or focus components than the arcane versions of the same spells. See page 174 in the Player's Handbook for details.
Also see “Reading Spell Descriptions”.
The number of spells a cleric can use each day is shown on Table 3-6 in the Player's Handbook.
Wisdom governs a cleric's spells
To prepare or cast a spell, a cleric must have a Wisdom score of at least 10 + the spell's level. For example, a cleric must
have a Wisdom score of at least 11 to prepare or cast a 1st-level spell and must have a Wisdom score of at least 13 to
prepare or cast a 3rd-level spell. A cleric with a Wisdom score of 9 or less cannot prepare or cast any spells at all.
If a cleric suffers a Wisdom reduction after preparing spells for a day (from a Wisdom-damaging attack, for example) the
cleric may be unable to cast a prepared spell. The spell becomes available to cast again if the cleric recovers the lost Wisdom.
Even if the Wisdom loss turns out to be permanent, the cleric eventually can make use of the spell slot that contains the
unusable spell (see the notes on spell preparation below on slots for details).
When a cleric casts a spell, the cleric's Wisdom score determines the spell's save Difficulty Class (if the spell allows a save at
all). The DC is 10 + spell level + the cleric's Wisdom modifier at the time the cleric casts the spell. A reduction in a cleric's
Wisdom score (even a temporary one) reduces the save DCs for the cleric's spells if that reduction is sufficient to lower the
cleric's Wisdom modifier (assuming that the cleric can still cast the spell -- see the previous section). An increase in a cleric's
Wisdom score (even a temporary one) increases the save DCs for the cleric's spells if that increase is sufficient to raise the
cleric's Wisdom modifier.
A cleric's Wisdom score might also give him one or more bonus spells each day, as shown on Table 1-1 in the Player's
Handbook and explained in the accompanying text.
Most of a cleric's spells must be prepared in advance
A cleric prepares spells through prayer and meditation. A cleric doesn't need to use spellbooks or other aids to prepare spells
(see below).
Clerics have a limited ability to cast some spells spontaneously
Spontaneous casting is the ability to take any prepared spell and cast it as another spell of the same or lower level. A cleric
taps into the stored spell's energy and channels it into another spell. When you use a prepared spell to spontaneously cast
another spell, you use up the prepared spell.
A good cleric (or a neutral cleric of a good deity) can spontaneously cast cure spells, and a cure spell is any spell with "cure"
in its name, such as cure light wounds.
An evil cleric (or a neutral cleric of an evil deity) can spontaneously cast inflict spells, and an inflict spell is any spell with
"inflict" in its name, such as inflict light wounds.
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A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict
spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the
cleric turns or commands undead (see below).
A cleric can cast domain spells
A cleric receives an extra spell slot each day for each spell level he can cast.
A cleric chooses two domains from among those belonging to his deity. As noted earlier, a cleric doesn't always have to have
a deity. A cleric without a deity simply chooses two domains. In any case, a cleric can select an alignment domain (Chaos,
Evil, Good, or Law) only if his alignment matches that domain. For example, a cleric can choose the Law domain only if his
alignment has a lawful component. This is true even if the cleric is dedicated to a lawful deity.
A domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up (as well as a granted power,
see below). This gives the cleric access to two domain spells at a given spell level, and a cleric prepares one or the other each
day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
A cleric's alignment limits the spells he can use
A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). A spell has an alignment if it has an
alignment descriptor (chaos, evil, good, and law). See page 174 of the Player's Handbook and “Reading Spell Descriptions”
for details. For example, a neutral good cleric of a lawful good deity cannot use spells with the chaos or evil descriptors.
Clerics Preparing Spells
As noted above, clerics must prepare spells ahead of time (except for spontaneous spells). Pages 179-180 in the Player's
Handbook give the details, but arguments about how and when clerics prepare their spells abound. Here are the basics, along
with a few notes to help clarify things.
Clerics prepare spells once a day
The cleric's deity may specify a time each day for the cleric to cast spells. If the cleric has no deity (or her deity doesn't
specify a time), the cleric chooses one time each day for spell preparation. Dawn, dusk, noon, and midnight are common
choices. Some deities specify several different times for spell preparation. If so, the cleric chooses one time from among
those the deity makes available and must stick with the choice thereafter.
Clerics have some flexibility when it comes to preparing spells. The rules say that if something prevents the cleric from
preparing spells at the usual time, the cleric can wait until a suitable opportunity for spell preparation comes. The rules don't
specify exactly what constitutes being prevented from preparing spells, but here are a few thoughts on the matter.
Clerics require the same environment for spell preparation that wizards need; that is, enough peace, quiet, and comfort to
allow for proper concentration. Overt distractions such as exposure to inclement weather, injury (or even a credible risk of
injury, such as foes attacking), excessive noise, and the like interfere with concentration. If the proper environment isn't
available, or if foes are on hand to harass the cleric, that constitutes being prevented. If, however, the proper environment is
available at the usual preparation time and the cleric simply decides to skip spell preparation in favor of some other activity,
the cleric hasn't been prevented from preparing spells and must wait until the next day to prepare spells. During the course
of a campaign, there might be times when a cleric misses an opportunity to prepare spells and it won't be clear if the cleric
was truly prevented from doing so. In such cases, it's up to the DM to decide if the cleric could reasonably have found the
proper environment for spell preparation. If the DM decides the cleric skipped spell preparation voluntarily, the cleric should
have to wait until the next day to prepare spells. In some cases, the DM might decide to allow the cleric to delay spell
preparation if the cleric skips her usual spell preparation time to pursue some goal that furthers her deity's interests or the
interests of the cleric's ethos.
Even if the cleric misses her spell preparation involuntarily, the cleric still must stop and prepare spells just as soon as the
proper spell preparation environment becomes available. If the cleric skips the new opportunity, she still must wait until her
usual spell preparation time the next day.
When a cleric prepares spells for the day, she can choose to change any spells she has left over from the previous day, even
if a reduction in Wisdom has made those spells unavailable for casting (see above).
Clerics don't require rest prior to preparing spells
A cleric doesn't have to be rested before preparing spells. A cleric does have to be able to concentrate to prepare spells,
however, as noted in the previous section.
Clerics are subject to the recent casting limit rule
When preparing spells for the day, any spell the cleric has cast during the previous 8 hours counts against the number of
spells the cleric can prepare (see page 180 in the Player's Handbook).
This rule means that even though clerics don't require rest before spell preparation, they do best when they prepare spells at
the beginning of their daily activities. For example, if the cleric prepares spells at dusk, she'd do well to arrange to start her
day at dusk.
Clerics don't have to prepare all their spells for the day at once
When a cleric prepares spells for the day, the cleric has the option to leave some spell slots open, just as a wizard does. Later
in the day, the cleric can stop and repeat her spell preparation to place spells in the empty slots.
In effect, the cleric stops, prays, and meditates at the usual time, and those actions make the cleric's spell slots available for
the day. The cleric can fill those slots immediately or she can wait until later. See page 178 in the Player's Handbook for
details on repeating the spell preparation.
Clerics don't use spellbooks or personal spell lists
Clerics choose spells to prepare from the cleric spell list when filling their regular spell slots. Clerics fill their domain spell slots
from their domain spell lists. If a spell is on both the cleric spell list and at least one of the cleric's domain lists, the clerics can
prepare the spell as either a regular spell or as a domain spell.
A cleric's spell slot can hold a spell of its level or of a lower level
A cleric can prepare a lower-level spell in a higher-level slot, just as any other spellcaster can. If the cleric's Wisdom score
won't allow her to prepare spells in her higher-level slots, she still can use those slots for lower-level slots. For example, a
9th-level cleric has 4th-level spell slots available. If the cleric has a Wisdom score of only 13, however, she can prepare and
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cast up to 3rd-level spells only. She can prepare spells of 3rd level or lower in her otherwise unusable 4th-level spell slots.
Although the text on page 32 in the Player's Handbook seems to imply that a domain spell slot can hold a spell of its own
level only, there's no good reason to bar a cleric from preparing a lower-level spell from one of her domains for that slot.
Like other spellcasters, clerics also can prepare spells using metamagic feats, which make those spells use higher-level spell
slots. To prepare or cast a spell modified with most metamagic feats, the cleric's Wisdom score must be at least equal to 10
+ the spell's unmodified level. For example, a cleric with a Wisdom score of 14 can use a 5th-level spell slot to prepare a 4thlevel spell modified with the Enlarge Spell metamagic feat (which makes the spell use a slot one level higher than normal).
The Heighten Spell metamagic feat actually raises the spell's level, as noted in the D&D FAQ. To prepare or cast a spell
modified with the Heighten Spell feat, the cleric's Wisdom score must be equal to 10 + the spell's modified level.
Spontaneous Spells
As noted above, a cleric doesn't need to prepare a spontaneous spell in advance. Instead, the cleric merely substitutes the
spontaneous spell for a previously prepared spell of the same or higher level. For example, if a cleric want to spontaneously
cast a cure moderate wounds spell (a 2nd-level spell), he must give up a prepared spell of 2nd-level or higher to do so.
It's reasonable to allow a cleric to use a spell slot that has been left empty after daily spell preparation and ready to be filled
with a spell (see above) for a spontaneous spell; however, the rules don't say you can do that.
The cleric doesn't have to do anything special to cast a spontaneous spell. He simply uses whatever casting time is required
for the spell he is actually casting. For example, he uses one standard action to cast a spontaneous cure light wounds spell,
no matter what the casting time for whatever prepared spell the cure light wounds replaces happens to be.
You can apply any metamagic feat the cleric knows to a spontaneous spell. To do so, you must use a spell slot of the spell's
modified level. For example, a maximized spontaneous cure light wounds spell requires a 4th-level spell slot. Casting a
spontaneous spell modified with metamagic is a full-round action if the modified spell had a casting time of 1 standard action
or less. If the modified spell has a casting time longer than 1 standard action, the modified spell takes an extra full-round
action to cast (see page 88 in the Player's Handbook). Because of the minimum casting time of a full-round action, it's a
waste to try to quicken a spontaneous spell.
Domains and Domain Powers
As noted in above, a cleric chooses two domains from the list of domains his deity makes available. If the cleric has no deity,
the cleric simply chooses any two domains available in the campaign. DMs should feel free to limit the cleric's choices.
Remember that you cannot choose one of the alignment domains (Chaos, Evil, Good, and Law) unless the cleric has the
corresponding alignment. When you choose a domain, all the spells in that domain become part of the cleric's class spell list
for purposes of using spell completion and spell trigger magic items (see Rules of the Game, Using Magic Items).
Treat domain powers as class features. Any level-based variables the power has equal his cleric level. If he becomes an excleric (see page 33 in the Player's Handbook), he loses his domain powers. When a domain gives a cleric a caster level
increase, he doesn't gain any extra spellcasting abilities. Instead, all level-based variables for the affected spells increase
according to his increased caster level. For example, if you have a 3rd-level cleric with the Healing domain and he casts a
cure light wounds spell, he will heal 1d8+4 points of damage with the spell because his caster level is effectively 4th. His
caster level increase affects all the level-based variables the spell has, including range, damage, size of area, and number of
targets; exactly which aspects of the spell are affected depends on the spell. See the spell's description for details. If the spell
can be dispelled, use the cleric's increased caster level to set the DC for any caster level checks another character makes to
dispel the spell.
When a domain gives the cleric an extra class skill, you effectively add the listed skill to the cleric class skill list. When you
spend skill points from the cleric class, you can buy the listed skill as a class skill (at one rank per point spent). Having a skill
as a class skill through a domain doesn't help you when spending skill points from any other class that you might have.
When a domain gives the cleric a special turning ability (such as the ability to affect certain elemental creatures), his daily
uses of that ability are in addition to any undead turning he can use for the day. He can use the Extra Turning feat to gain
extra uses of both his special turning ability and his ability to affect undead (see the Extra Turning feat description). For
example, if you have a cleric with a Charisma score of 14 and the Air domain, he can effect undead five times a day (3 + his
Charisma modifier of +2) and he can affect earth or air creatures five times a day. If he takes the Extra Turning feat, he can
affect undead nine times a day and he can affect earth or air creatures nine times a day. The greater turning ability from the
Sun domain isn't an extra turning attempt (it simply changes how the cleric's undead turning ability works), and it's not
subject to the Extra Turning feat.
Turning Undead
Good clerics (or neutral clerics who have chosen to spontaneously cast cure spells) have the ability to turn undead. Pages
159-169 in the Player's Handbook cover undead turning in considerable detail. Here are some additional notes. The material
in this section applies equally to special turning abilities from domain abilities (see above).
A cleric turns undead as a standard action that doesn't provoke an attack of opportunity. Doing so requires him to present his
holy symbol. The rules don't specify exactly what that entails. Common sense suggests that presenting his holy symbol
involves holding the symbol in his hand (or what passes for a hand) and holding it up in plain sight (or what would pass for
plain sight if anyone could see him; but see the D&D FAQ for the question regarding greater invisibility and turning).
Turning works something like a spell with an area (he doesn't need to see the undead he affects, but he needs line of effect
to them) and something like a spell that affects multiple targets (he affects undead with a limited number of Hit Dice, with
the undead closest to him affected first). You may find it helpful to treat a turning attempt as a 60-foot burst to some extent,
though be wary about how far you take the similarities since substantial differences do exist (see the glossary or Rules of the
Game, Reading Spell Descriptions; also see the D&D FAQ for a question about bursts and turning). As with any burst, the
center can be any grid intersection in the space he occupies. Only undead that are in the burst at the time he makes the
turning attempt are affected. He affects only as many undead as his turning check and turning damage rolls allow. As noted
earlier, undead closest to the cleric are affected first. If he doesn't have enough Hit Dice available to affect a creature, there's
no effect, and he cannot use those dice to affect another, more distant undead creature that's inside the burst.
According the rules, evil clerics (or neutral clerics who have chosen to spontaneously use inflict spells) have the ability to
rebuke or command undead. They also can use rebuke attempts to dispel a turning effect on an undead creature. The rules
don't say so, but there's no reason a good cleric can't dispel an evil cleric's rebuke effect on an undead or dispel an evil
cleric's control over an undead creature by making a successful turn attempt against that creature, just as noted on page 159
of the Player's Handbook.
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Magical Oddities
Foreword
Magic plays a central role in the D&D game. It provides an essential dose of the fantastic for any campaign. Most players and
DMs agree that magic is fun; unfortunately magic also proves inscrutable or even illogical, and arguments about magic and
how it works have brought many a game to a standstill. This series explores the D&D game's singular approach to magic.
Magical Basics
The rules don't include a formal definition of magic; however, when the D&D core rules (Player's Handbook, Dungeon
Master's Guide and Monster Manual) discuss magic, they refer to some force or effect that somehow transcends the natural
laws that govern the real world. Magic works its wonders in D&D without any discernable physical cause and often without
any rational explanation. D&D magic involves tapping into some kind of mysterious force or power source and shaping it into
some kind of effect that the magic wielder finds useful. Characters most often do so through spellcasting (see below).
Magic in the D&D game follows its own logic, and a magical effect most often works more like a legal contract than a physical
law. A magical effect in the D&D game has a description that defines exactly how it works in the game. This approach has its
advantages for a roleplaying game, and perhaps the most important of these is that an effect's description limits its power
and impact on the game world, which helps keep magic wielders from completely dominating the game. It also allows players
and DMs to be reasonably sure how any particular magical effect functions in the context of the game, and that eliminates a
lot of arguments and guesswork.
The Ins and Outs of Spells
Spells represent the form of magic most readily available to player characters in the D&D game. The rules define a spell as a
one-time magical effect that usually must be carefully prepared ahead of time by studying a book of spells (the wizard's
approach to spells) or petitioning a divine power (the cleric's method). Spells in the D&D game come in two varieties: arcane
and divine. Arcane spells are generally more versatile and potent than divine spells, but they can prove more difficult to cast
(see below).
The Basics of Spell Preparation
The act of preparing a spell is the first step of gathering and shaping raw magical power into a useful effect. Earlier versions
of the D&D game treated preparing a spell much like committing something to memory. Once a spell was "memorized," it
was ready to cast. The act of spellcasting wiped the spell from the caster's memory. In the present version of the game,
preparing a spell is the first step of casting the spell, and it is the most difficult and time-consuming part of the casting. Once
a spell has been prepared, the spellcaster holds the spell's potential in her mind (or body) and needs only a moment of
concentration (usually along with a few words, gestures, and materials) to complete the spell and release its effects. Once
cast, a spell's potential is used up, though a spellcaster can prepare the same spell more than once.
The rules governing spell preparation are fairly straightforward. Chapter 10 in the Player's Handbook explains spell
preparation in considerable detail. Here are the highlights:
Spellcasters have limited number of spells they can use each day
Spellcasters have limited number of spells they can use each day, as shown in the table of features for the class. For
characters who prepare spells, DMs may find it best to enforce the limit by restricting the character to one session of spell
preparation each day (though the character doesn't have to prepare those spells all at once; see the section on delayed spell
preparation).
The act of spell preparation is what makes the character's daily allotment of spells available for use.
Most other arcane spellcasters who prepare spells must first sleep to clear the mind
A wizard (and most other arcane spellcasters who prepare spells) must first sleep for 8 hours to clear the mind.
The spellcaster doesn't have to sleep for every moment of that time, but the character must rest quietly when not asleep. If
the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells.
For example, an elf does not sleep, but instead enters a trance for 4 hours. An elf wizard still must rest for the full 8 hours
before preparing any spells.
A character is not sleeping or resting quietly when walking around, running, or using any other form of movement. Combat,
spellcasting, skill use, conversation, or any other fairly demanding physical or mental task also precludes rest. Such tasks
might include breaking down a door, lifting a heavy object, reading, or writing.
If something interrupts the spellcaster's rest, all is not lost. Instead, each interruption extends the required rest period by 1
hour. Deciding what constitutes an interruption usually isn't too hard. If the character chooses to do something (or is forced
to do something) that precludes rest, then the character's rest is interrupted. Deciding when one interruption ends and the
next one begins can prove a little tougher. Here are a few useful rules of thumb: A single interruption lasts until the character
tries to begin resting again. If an interruption lasts an hour or more, it's best to assume the character has abandoned his
current attempt at rest.
No matter how often a character stops and resumes resting, the character must have a full hour's uninterrupted rest
immediately prior to preparing spells.
Most divine spellcasters don't need to rest before preparing spells
Most divine spellcasters don't need to rest before preparing spells. Instead, they must prepare spells at a certain time of day.
See pages 179-180 in the Player's Handbook and Rules of the Game: All About Clerics for details.
When the character has cast any spells just prior to spell preparation
A character's ability to prepare spells is diminished when the character has cast any spells just prior to spell preparation.
When a character begins preparing spells for the day, any spells she has cast during the past 8 hours count against the
number of spells the character can prepare and cast. See page 178 in the Player's Handbook for an example.
Here's another example of the recent casting rule: Harold, a 1st-level wizard who specializes in evocation magic, has a basic
daily spell allotment of three 0-level spells and one 1st-level spell (see Table 3-17 in the Player's Handbook). Harold gains an
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extra 1st-level evocation spell for being a specialist and also gains a bonus 1st-level spell for Intelligence. The additions make
three 0-level spells and three 1st-level spells available to Harold each day.
Harold goes to sleep at 10 PM one evening and plans to rise 8 hours later (at 6 AM the following morning) to prepare spells.
At 5:35 AM, however, a horde of goblins assaults the character's camp and Harold dispatches their leader with a magic
missile spell. All is well after the attack, which is over in about 10 minutes (including some time to search the surrounding
area for any additional goblins). Harold gets back to bed by 5:45; he will have to rest for an extra hour because of the
interruption to his rest. The earliest he can begin preparing spells this day is 7:00 AM (his original wake-up time plus 1 hour).
Assuming no further interruptions, Harold will be ready to prepare spells at 7:00 AM, however, he can prepare only two extra
spells at that time because he had cast a 1st-level spell at 5:35 AM, which was within 8 hours of his spell preparation time.
Spell Preparation Requirements and Options
Once a character sleeps 8 hours or reaches the designated time of day, the way is clear for preparing spells -- provided the
spellcaster can clear a few more hurdles:
Spell preparation requires concentration.
In this case, concentration requires freedom from overt distractions. The rules include a short list of distractions that prevent
spell preparation: combat nearby, exposure to inclement weather, injury, or a failed saving throw (see page 178 in the
Player's Handbook), but otherwise leave the DM free to decide when distractions are sufficient to prevent spell preparation.
Here are some additional rules of thumb.
Combat nearby
Combat nearby interferes with spell preparation when the DM decides that the character has a reasonable chance to become
involved in the fight. This occurs whenever the character is within range of a foe's ranged attacks or spells and one of those
spells or ranged attacks is directed at the character or anywhere the character could reach with a double move. Likewise, a
character could reasonably become involved in a fight whenever the character finds himself within a double move of any ally
or enemy that is attacking or being attacked during the fight. Use either the character's speed or the enemy or ally's speed,
whichever is greater, to determine the distance. These are guidelines, not hard and fast rules. The key element is the
potential danger to the character attempting to prepare spells and the character's ability to perceive that danger. If the
character trying to prepare spells remains blissfully unaware of the fight, it's a good bet the fight won't distract the character
from spell preparation.
Weather
Weather is inclement and sufficiently harsh to disrupt spell preparation when it can damage, fatigue, or otherwise hinder the
character. As a rule of thumb, I recommend that winds of moderate or stronger force (see Table 3-24 in the Dungeon
Master's Guide), interfere with spell preparation, at least for any character who uses spellbooks to prepare spells. Characters
who don't have to read spellbooks probably don't have to worry about spell preparation until the wind reaches at least strong
force.
Precipitation of any kind intense enough to reduce vision or provide concealment also interferes with spell preparation, as
does heat or cold intense enough to deal damage (lethal or nonlethal) or to cause the character to become fatigued or
exhausted.
DMs might want to make some exceptions to these rules for divine spellcasters who revere nature or the elements or who are
associated with nature or elemental deities. A druid, for example, might not find even a severe thunderstorm distracting
when it comes to preparing spells.
One hour
A character needs 1 hour to prepare his daily allotment of spells, no matter how many spells that might be.
The rules don't say what happens when spell preparation is interrupted; however, the rules say that the minimum time to
prepare any spell is 15 minutes (the time required to achieve the correct mental state). Therefore, a DM could decide that a
spellcaster prepares no spells at all if interrupted less than 15 minutes after commencing spell preparation. Otherwise, a
character prepares about a quarter of his daily spell allotment every 15 minutes spent in preparation until all his daily spells
are prepared.
Since a spellcaster doesn't have to prepare all his spells at once (see below), being interrupted during spell preparation
doesn't have much effect on a character except that the character must function with less than his full daily allotment for a
time.
A character need not prepare all his spells at once.
A character who prepares spells can opt to halt spell preparation at any time. If he does so, he prepares about a quarter of
his available spell slots for every 15 minutes spent in preparation (see above). All the character's remaining spell slots still
can hold spells during the current day (subject to the rule on recent spellcasting, see the section on rest), but the character
cannot fill them with spells until he takes the time to prepare spells for them. See page 178 in the Player's Handbook for
details.
A character might find it handy to leave a few spell slots empty at the start of the day so he can fill them later when he has a
better idea what spells he might need. When filling the empty slots, the character still needs the proper environment (see
above) and at least 15 minutes of preparation time.
A character can fill any spell slots used up the previous day
When initially preparing spells for the day, a character can fill any spell slots used up the previous day (subject to the recent
casting limit rule). The character also can replace any unused spells left over from the previous day. The character doesn't
have the option to replace previously prepared spells if he chooses to wait and prepare some spells later in the day.
A character can choose any spell of the slot's level or lower
When selecting a spell to place into an available spell slot, a character can choose any spell of the slot's level or lower,
provided that the chosen spell is one the character normally can prepare.
This option allows you to load up with a few extra copies of your favorite spell. It's also a good way to use spell slots that you
have available, but of a level too high for you. For example, Cinda, an 11th-level wizard with an Intelligence score of 15
normally has a single 6th-level spell slot available each day. A wizard, however, needs an Intelligence score of at least 16 to
cast a 6th-level spell (see page 56 in the Player's Handbook). Fortunately, Cinda can place a spell of 5th level or lower into
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the 6th-level spell slot. The spell functions at its usual spell level despite being in a higher-level slot. For example, if Cinda
places a 5th-level cone of cold spell in her otherwise unusable 6th-level spell slot, the spell has a saving throw DC of 17 (10 +
spell level + Cinda's Intelligence modifier of +2). All other variables or characteristics that depend on the example spell's
level, such as its ability to penetrate a globe of invulnerability effect, function at the spell's original level (5th).
Instinctive Spellcasting
Some spellcasters (such as sorcerers and bards) have a natural talent for spellcasting and essentially employ a spell merely
by completing its final portion. An instinctive caster readies spells each day rather preparing them (see page 179 in the
Players Handbook).
To ready spells for the day, an instinctive caster must first rest for 8 hours. This works exactly as described above for
characters who prepare spells.
After waking, an instinctive caster requires 15 minutes of concentration to make all his daily spell slots available. The rules
don't specifically say so, but this works much like preparing spells, at least in terms of the environment required. The rules
don't say what happens if the character is interrupted, but DMs may want to rule that an interruption foils the attempt to
ready spells and that the character can simply try again when conditions permit.
Spontaneous Spellcasting
Clerics (and other divine spellcasters, such as druids) can cast spells spontaneously; see page 32 in the Player's Handbook
and Rules of the Game: All About Clerics. To spontaneously cast a spell, a character uses up a previously prepared spell and
casts the spontaneous spell instead, rechanneling the prepared spell's raw magical force or energy into the new spell. Doing
so doesn't require any special effort, but the character needs a prepared spell to convert into the desired spell. I suppose the
character could use an empty spell slot the character has saved from her initial spell preparation for the day (see above) for
the spontaneous spell, but that doesn't match the spirit (or the letter) of the rule.
Spells and Saves
Spells that harm, alter, hinder, or otherwise affect a subject usually allow saving throws to resist their effects. Kinds of saving
throws and the results of a successful save are detailed on pages 176 and 177 of the Player's Handbook and in Rules of the
Game: Reading Spell Descriptions. People overlook a few other things about saves.
What the Subject Knows
Whenever a spell (or other magical effect) that has obvious physical results affects a subject that has a Wisdom score, the
subject is aware of those effects. As an unofficial rule of thumb, obvious physical effects include damage, transformation,
disability, or other effects that the subject can see, hear, feel, taste, smell, or otherwise perceive or deduce using the normal
human senses. The subject notices the spell's effects even if the subject fails a saving throw (if one is allowed). If the magical
effect kills the subject or renders the subject unconscious, the DM might decide that the subject doesn't notice what hit her.
If the attack happens when the victim is flat-footed and the caster is unseen or unnoticed, a DC 15 Wisdom, Spot, or Listen
check (whichever the DM thinks is most appropriate) can determine if the subject realizes what's happening before losing
consciousness. As always, adjust the DC up or down according to the circumstances.
Even when the subject notices obvious physical effects, she does not necessarily know that a spell or other magic was
involved. A Spellcraft check with a DC of 20 + the spell level reveals the spell. When the effect is not a spell, assign it a level
based on a spell with a similar effect. A dragon's breath weapon, for example, might be the equivalent of a 3rd- or 4th-level
spell for this purpose. The DM might waive the Spellcraft check when the spell or effect is something the character has used
or witnessed before.
When a spell or other magic has no obvious physical effects, a subject that fails a saving throw remains unaware of the
assault. If the subject makes a successful saving throw, she feels a hostile tingle. This is true whether the successful save
completely negates the spell or results in a reduced or partial effect. The subject knows she has shaken off some hostile
magic, but gains no clues about what the effect was or what its source might be.
What the Caster Knows
When a spell has a target entry, the caster knows when the target makes a successful saving throw or not. The caster
immediately senses when a target makes a successful saving throw and likewise knows if a target has failed a saving throw
by virtue of not noticing a successful saving throw. When a spell can affect several targets at once, the caster notes each
successful or failed saving throw.
The caster does not sense successful or failed saving throws when a spell has an area or effect entry instead of a target
entry.
For magical effects that aren't presented in the same format as a spell, refer to a similar spell to determine if the user can
sense a successful or failed saving throw. For example, a supernatural or spell-like ability that works just like the charm
monster spell is a targeted effect and the user knows when the target's save succeeds or fails.
When Spells Fail
A successful saving throw isn't the only thing that foils a spell. Sometimes, a spellcaster knows when one of these other
circumstances has prevailed and other times he does not. Here's an overview:
Antimagic
A spell's magical effects become nonfunctional within an area of antimagic, such as an antimagic field. When a spell is aimed
into an area of antimagic from somewhere outside the area, the antimagic blocks line of effect for the spell and the spell most
likely fails. If the spell doesn't produce any sort of visible display or manifestation that the caster (or other witness to the
event) can perceive, then there's no clue as to why the spell failed or even that it has failed. If the blocked spell has a target
entry, however, the caster will not note any failed or successful saving throws in response to the spell (see above) and that in
itself might alert the caster to something amiss.
If the spell's effects are visible (for example, a lightning bolt or magic missile spell -- at least when I'm the DM), the spell's
visible effects stop where they meet the area of antimagic. Anyone who sees the spell being blocked can attempt a DC 26
Spellcraft check to realize that antimagic has blocked the spell.
When a spellcaster is inside an antimagic area, any spells she casts are suppressed. Such spells don't actually fail unless their
durations are instantaneous. Spells with longer durations are suppressed until the caster somehow leaves the antimagic area
(though time spent within the antimagic area counts against the spell's duration). If the caster isn't aware she's in an
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antimagic area, handle the situation in the same way you'd handle it if the caster has aimed a spell into the antimagic area
from outside.
Arcane Spell Failure
Wearing armor or using a shield can interfere with an arcane spell that has a somatic component. Arcane spells that don't
have somatic components, and divine spells of all kinds, are not subject to arcane spell failure.
When an arcane spellcaster fails an arcane spell failure roll, the spell fails and is completely wasted. Any material or XP
components used in the spell also are wasted. No outwardly obvious sign indicates that the spell has failed due to an arcane
spell failure roll (though the DM can create one as a house rule), but I recommend that the caster be aware of the failure
immediately. The character realizes she has miscast the spell and probably feels the spell's power uselessly draining away.
Lapse in Concentration
A spell is completely ruined when any character has to make a Concentration check while casting a spell and fails the check.
The spell is lost along with any material and XP component used in the spell. In most cases, the caster is aware of the failed
check, though in some instances a character might not notice. For example, a character must make a Concentration check
whenever she fails a saving throw while casting a spell. If the saving throw was from a spell that has no obvious physical
effects (see above), then the affected character is not aware that a hostile spell has affected her. The DM should secretly
make the required Concentration check (the DC is equal to the hostile spell's saving throw DC; see the Concentration skill
description). If the Concentration check fails, the spell is ruined.
Misaimed Spell
A spell aimed at the wrong subject or place usually fails utterly. When a spell has a target entry, the caster must aim the
spell at a target that can receive the spell. For example, a magic missile spell works only on creatures. If the caster aims a
magic missile spell at an object (that is, anything that lacks a Charisma score and a Wisdom score), the spell fails. I
recommend that DMs give the players no special clues about what's going on when a character misaims a spell. If something
else is going on that might give a clue that a spell has failed, however, the caster still gets that clue. For example, a charm
person spell works only when aimed at a humanoid. If someone aims a charm person effect at a giant, the spell fails. Because
charm person also is a spell with a target entry, the caster will know if the target made a successful saving throw or not (see
above). In this example, the caster notes neither a successful nor a failed save.
Spell Resistance
When a subject has spell resistance, the caster must make a caster level check to overcome the resistance before the spell
has any chance to take effect. I recommend that you handle the effects of spell resistance in the same way you handle saving
throws. That is, when a targeted spell fails to overcome spell resistance, the caster knows what has happened.
When a spell has an effect or area entry and no obvious physical effects, the caster cannot tell if the spell overcame a
subject's spell resistance (if any).
If a spell has an obvious physical effect, but has an effect or area entry, the caster might notice the spell's failure to
overcome spell resistance by noting the absence of those effects. In some cases, the absence of such effects is fairly easy to
notice. For example, the burning hands spell works at fairly short range and burns everything within the spell's area. It's
fairly easy to notice when a foe has completely avoided all effects from the flames. In other cases, a DC 15 Spot check might
be in order (remember that a -1 penalty applies to a Spot check for each 10 feet of distance between the observer and the
subject).
Subject Immune to the Spell
Immunity to spells works just like spell resistance that the spell cannot defeat. Follow the guidelines for spell resistance when
a spell fails due to the subject's immunity.
Metamagic
The various metamagic feats allow spellcasters to adjust their spells in various ways. In earlier versions of the D&D game,
metamagic was available in the form of spells that altered other spells. The current game uses feats instead.
The rules governing metamagic feats are detailed on see page 88 in the Player's Handbook. Several aspects of metamagic
can prove troublesome in play. Here's an overview, along with some commentary.
Metamagic feats on spells you instinctively or spontaneously cast
You can use most metamagic feats on spells you instinctively or spontaneously cast.
Applying a metamagic feat to such a spell increases the spell's casting time to a full-round action (or adds a full-round action
to the casting time if it's normally longer than a standard action). The casting time increase makes applying the Quicken Spell
feat a waste of effort (and a waste of a higher-level spell slot.
As noted in the Player's Handbook, casting a spell as a full-round action is not the same as casting a spell with a casting time
of 1 full round. For example, a sorcerer applies the Silent Spell feat to charm person spell. The spell's casting time increases
from a standard action to a full-round action. The spell takes effect during the same turn that the sorcerer cast the spell. If
the same sorcerer casts a summon monster I spell, that spell doesn't take effect until the turn after the sorcerer casts the
spell (just prior to the sorcerer's next turn). If our example sorcerer applies the Silent Spell feat to her summon monster I
spell, the spell's casting time would be 1 full round plus a full-round action. The spell takes effect on the round after the
sorcerer first cast the spell, but not until the sorcerer uses a full-round action to complete it.
Several metamagic feats to a single spell
You can apply several metamagic feats to a single spell.
You cannot, however, apply the same metamagic feat to a single spell more than once.
When adding several different metamagic feats to a single spell, add up the required level increases to determine what level
spell slot is required for the enhanced spell. The Player's Handbook uses an example of a charm person spell modified with
Still Spell and Silent Spell. Each of the example feats requires a spell slot one level higher than normal, so the modified spell
requires a 3rd-level spell slot.
A spell modified with metamagic functions at its normal spell level
A spell modified with metamagic functions at its normal spell level, even though it requires a spell slot of higher level than
normal.
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Using our previous example of a charm person spell placed into 3rd-level spell slot because of metamagic, the spell functions
as a 1st-level spell in all respects. If a wizard with an Intelligence score of 11 casts the spell, the saving throw DC is 11 (10 +
1 [spell level] + 0 [Intelligence modifier]). The wizard can cast the modified spell even though his Intelligence score is only
11, which is sufficient for a 1st-level spell but not for a 3rd-level spell. All other variables or characteristics that depend on
the example spell's level, such as its ability to penetrate a minor globe of invulnerability effect, function at the spell's original
level (1st).
The Heighten Spell feat is an exception to the foregoing. When increasing a spell with the Heighten Spell feat, the spell
functions at its increased level. For example a charm person spell heightened to 3rd level has a base save DC of 13, requires
a relevant ability score of at least 13, and functions as a 3rd-level spell in all other respects.
Polymorph
Assuming New Types
A creature that assumes a new form through a polymorph effect generally assumes all the types and subtypes of the
assumed form. It loses its own type, but its base attack bonus and base saving throws don't change. In effect, the
polymorphed creature gains the augmented subtype for its original type. For example, a human polymorphed into a cat
becomes an animal (augmented humanoid). The change in types makes the polymorphed subject immune to certain effects
and attacks that could affect it when in normal form and also makes the subject susceptible to effects and attacks that affect
the assumed form. For example, a human polymorphed into a cat is no longer susceptible to the charm person spell (despite
its augmented humanoid subtype), but it becomes susceptible to a ranger's favored enemy ability (if the ranger has chosen
animals as a favored enemy).
Changes in Size
When a polymorph spell or effect changes its subject's size, DMs can decide that the size change does not stack with other
effects that change the subject's size. For example, a human druid is a Medium creature. Our example druid uses the wild
shape class ability to assume the form of a brown bear, which is a Large creature. The druid has used magic to gain one size
category. The druid can't benefit from the enlarge person spell because the wild shape effect (which works just like the
polymorph spell) changes the druid's creature type to animal (see above). As an animal (albeit temporarily), the druid could
benefit from an animal growth spell, except that animal growth makes its subject only one size category bigger than normal
and the wild shape effect already has increased the druid's size by that amount.
Transforming Equipment
When polymorph magic changes a subject's form, any equipment carried or worn is either worn or held by the new form (and
remains functional) if the assumed form is capable of wearing or holding the item. If the assumed form cannot hold or wear
the subject's equipment, the equipment melds into the new form and becomes nonfunctional. For example, if you change
from a human into an orc (two creatures with the same general size and shape), you can go right on using your armor,
weapons, and other gear while in orc form. If, however, you change from a human into a pony, your equipment melds into
your new form. The rules suppose that any equipment melded into your assumed form merely vanish into the form. It's fine,
however, to assume that the assumed form carries some hint of the melded equipment. For example, if a humanoid assumes
an animal form while wearing goggles, the animal form might sport spots or rings around its eyes if you want.
If the subject acquires some piece of gear while in an assumed form, it can go on holding or wearing that equipment when it
resumes its normal form if the normal form can hold or wear the equipment. If not, the equipment falls off and lands at the
subject's feet. For example, if a human assumes the form of a horse and allows someone to fit him with a saddle and bridle,
those items fall off when the character returns to human form.
Items that might be touching the subject of a polymorph spell (or vice versa), but that aren't exactly equipment, usually
don't change form along with the subject. For example, a character chained to a wall with a set of manacles probably ought
to just slip out of the manacles (or pop them open) when polymorphing.
Other Creatures
A polymorph effect usually transforms only one creature at a time. If a polymorphed subject touches, holds, or carries
another creature when changing form, the other creature doesn't change along with the polymorph user. If the polymorph
user can share the effect with the other creature (as a wizard can share an effect with his familiar) or the polymorph effect
can transform more than one creature at a time, then the two creatures can change form together.
In cases where a change of form results in two creatures sharing the same space on the battlefield when they otherwise could
not, it's usually best to have the smaller creature move to a space that can safely hold it and that is adjacent to the larger
creature. If no space adjacent to the larger creature is available to hold the smaller creature, it winds up prone in the larger
creature's space instead.
Use this rule even in unusual cases. For example, a human uses a polymorph effect to assume the form of some Colossal
creature with the swallow whole special attack and then proceeds to swallow several foes of Large size. When the human
reverts to normal (Medium) size, the human can no longer hold the Large foes inside. As the human reverts to normal size,
just assume the Large foes are ejected from the human's changing body.
Polymorphing and the Shapechanger Subtype
According to the polymorph spell description, creatures with the shapechanger subtype can revert to their natural forms as a
standard action when they have been polymorphed. This poses a bit of a problem, because a polymorphed creature is
supposed to lose all its own subtypes and gain all the assumed form's subtypes (see above). In this case, DMs may rule that
a polymorphed creature always retains its shapechanger subtype when polymorphed.
Interactions between magical effects
You can find general rules for interactions between magical effects in several places. Key pieces of text include the section
entitled Combining Magical Effects on page 171 in the Players Handbook, the text on spell schools on page 172 in the Players
Handbook, and the discussion of spell descriptors on page 174 in the Players Handbook.Rules of the Game: Reading Spell
Descriptions also deals with this topic.
Some of the most important interactions between magical effects arise when one effect blocks or negates another effect.
Unfortunately, the general rules for magical interactions don't cover these effects very well. Instead, you must look at the
descriptions for the individual effects before you can resolve the interaction or refer to the sections below.
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Counterspells
A counterspell represents a potent option for any spellcaster who faces another spell user. Unfortunately, many players shy
away from counterspells because they don't think they understand how counterspells work. That's a shame, because there
isn't much to using a counterspell. You can find the rules governing counterspells on page 170 in the Player's Handbook. The
counterspell rules are only a few paragraphs long, but here's a summary of the details, along with additional commentary.
Spells that can be used as counterspells
You can cast just about any spell as a counterspell. (See below on counterspells as readied actions for some key exceptions.)
When you know how to cast a spell, you also know how to cast it as a counterspell. Casting a spell as a counterspell involves
altering the spell slightly so that its magical energy suppresses and negates another spell rather than producing the spell's
usual result.
Except where noted here, casting a counterspell works just like casting a spell. You must concentrate to cast a counterspell
and your counterspell is ruined and wasted if something disrupts your concentration while you're casting. When you cast a
spell as a counterspell, the spell is used up, just as if you had cast the spell normally. You also expend any material or
experience point components the spell normally requires.
Spells that can be countered using a given spell
The basics
In general, a spell can counter only itself.
For example, you use a fireball spell to counter another character's fireball spell. Variations on a spell cannot counter each
other. For example, you cannot use a fireball spell to counter delayed blast fireball spell or vice versa.
Metamagic
Metamagic generally doesn't affect counterspells because a spell altered with a metamagic feat doesn't change a spell into a
different spell. A maximized fireball, for example, is still a fireball and anyone can use a regular fireball spell to counter the
maximized spell. You can even counter a spell altered with metamagic with the same spell that has been altered with a
different feat. For example you might counter a maximized fireball spell with an enlarged fireball or a widened fireball.
Spells that naturally counter each other
Exceptions to these general rules abound. First, some spells naturally counter each other, such as haste and slow. Such
pairings are noted in the spells' descriptions.
Feats
Second, the Improved Counterspell feat allows you to counter a spell with any higher level spell of the same school. With the
Improved Counterspell feat, for example, you could use delayed blast fireball to counter a fireball spell because both spells
are evocation spells and delayed blast fireball is a higher level spell than fireball. According to the D&D FAQ, you can use the
Heighten Spell feat to increase a spell's level for use with the Improved Counterspell feat. For example, the fireball spell is a
3rd-level evocation spell. Shatter also is an evocation spell, but it's only a 2nd-level spell. If, however, you use Heighten Spell
to increase a shatter spell's level to at least 4th level, you can use it to counter a fireball spell if you also have the Improved
Counterspell feat.
Dispel magic
Finally, a dispel magic or greater dispel magic spell can be cast as a counterspell. See the Resolving a Counterspell section for
details.
Ready action
You use the ready action to cast a counterspell.
A counterspell requires you to loose your magic at just the right moment to nullify another spell. To manage that trick, you
must use the ready action, which is described on page 160 of the Player's Handbook.
Because the ready action is a standard action, you can move up to your speed either before or after you ready your
counterspell (but not both). If you don't otherwise move during the turn you ready a counterspell, you can take a 5-foot step
either before or after you ready the counterspell or as part of the counterspell itself (but you're still allowed only one 5-foot
step in a round). See Rules of the Game: All About Movement for details.
Since you use a standard action as a readied action (see the Player's Handbook), you should use a spell with a casting time of
one standard action or less as a counterspell (but see the section on counterspell variants below).
Identifying the spell cast
In most cases, you'll need to identify the spell your foe is casting before you can choose the correct counterspell.
You can identify any spell as it is being cast by making a Spellcraft check with a DC of 15 plus the spell's level. This does not
require an action (see the Spellcraft skill description). You can make a Spellcraft check to identify a spell as it is being cast
whenever you can see the caster performing the spell's somatic components (if any) or when you can hear the spell's verbal
components (if any). The rules don't say so, but you also ought to be able to identify any spell as it is being cast if you can
see the spell's material components (if any), provided that the material component is something unique to the spell. For
example, if you note a ball of bat guano and sulfur in a spellcaster's hand, that's a good indication that a fireball spell is on
the way. If your foe is wielding a holy symbol, however, that could indicate any number of divine spells.
In general, it's pretty easy to notice a spell's somatic, verbal, or material components as the caster uses them. When in
doubt, however, the DM can call for a DC 5 Spot or Listen check (as appropriate) to note the component. Remember to apply
check penalties for distance or other conditions as noted in the skill descriptions.
The rules don't come right out and say so, but since you must see a somatic (or material) component or hear a verbal
component to identify any spell as it is being cast, you cannot identify a spell that doesn't have any verbal, somatic, or
material components. An example of this is a silent and stilled spell that doesn't have a material component. This makes such
spells difficult to counter (but see the next section).
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Resolving a Counterspell
The basics
If you've selected the correct spell to counter another character's spell (by using the same spell cast as a counterspell, by
using a spell that naturally counters the foe's spell [such as using slow to counter haste], or by taking advantage of the
Improved Counterspell feat), the target spell is automatically negated. Neither your spell nor the other character's spell has
any of its normal results. Instead, the two spells completely nullify each other.
Dispel magic
If you decide to use a dispel magic or greater dispel magic spell as a counterspell against another spell, success isn't
automatic. You target the other spellcaster with your dispel magic or greater dispel magic spell, and you must make a caster
level check with a DC of 11 + the other spellcaster's caster level to successfully counter the other spell. If you use the dispel
magic spell, your maximum bonus on your caster level check is +10, as noted in the spell description. If you use the greater
dispel magic spell, your maximum bonus on your caster level check is +20, also as noted in the spell description.
It's possible to blindly counter another character's spell using a dispel magic or greater dispel magic spell as a counterspell.
You simply skip the Spellcraft check to identify the other character's spell as it is being cast. Failing to identify the other
character's spell has no affect on your chance to counter the spell.
The rules don't specifically say so, but you can use a dispel magic or greater dispel magic spell to counter any spell, even a
spell that normally isn't subject to dispelling. For example, you could use a dispel magic spell to counter another character's
wall of force spell. This works because when you use a counterspell, you're catching and disrupting the spell before it actually
has any results.
You can also use a dispel magic spell or greater dispel magic spell as a standard counterspell against another dispel magic
spell or greater dispel magic spell. In this case, you must first identify the opposing spell. If you succeed, you can counter the
target spell normally, without making a caster level check.
Saving throws and spell resistance
There is no saving throw against a counterspell, nor does spell resistance apply to counterspells (because a counterspell
affects the target spell, not the spell's caster).
Range, line of sight and line of effect
The rules don't specifically say so, but you need to see or touch the other spellcaster to counter a spell (because the other
spellcaster is your counterspell's target). You also need line of effect to the other spellcaster and the other spellcaster must
be within range for the spell you're using as a counterspell. If your line of effect is blocked or you're out of range, your
counterspell's magical energy cannot reach the other spellcaster and negate that character's spell. This means you cannot
use a spell with a personal range as a counterspell (because the spell's range is limited to your person) under most
circumstances. You still can counter another character's personal range spell, however, by using a dispel magic or greater
dispel magic spell as a counterspell, or by taking advantage of the Improved Counterspell feat and using a spell with
sufficient range to reach your opponent.
Dispel Magic
Understanding the dispel magic spell provides a good basis for understand how antimagic effects work in general. This section
provides a summary of the dispel magic spell description along with some additional commentary. Everything noted here also
applies to the greaterdispel magicspell unless noted otherwise. Dispel magic defeats spells and spell-like effects. Everything
here also applies to spell-like effects unless noted otherwise.
You can cast dispel magic three different ways (and that alone makes it an unusual spell): As a targeted spell, as an area
spell, or as a counterspell.
As a Counterspell Effect
As when casting dispel magic as a counterspell, you must make a caster level check with a DC of 11 + the subject spell's
caster level to end the subject spell. When using the dispel magic spell, your maximum bonus for the caster level check is
+10. When using the greater dispel magic spell, your maximum bonus for the caster level check is +20. See the previous
section on counterspells.
As a Targeted Effect
When casting a targeted dispel magic, you aim the spell at a creature, object, or spell. You must follow all the rules for
selecting a target for the spell -- that is, you must be able to see or touch the target (see page 175 in the Player's Handbook
and Rules of the Game: Reading Spell Descriptions. Targeting a creature or object is pretty straightforward. Targeting a spell,
however, can prove tricky. If the spell you're targeting has a visible or tangible effect, you can select the target just by
looking at it or touching it, as appropriate. If the spell you target is intangible, things get a little tougher.
A detect magic spell can determine the location of the target spell's magical aura, and you reasonably can assume that
locating the spell's aura with detect magic is sufficient to target the spell with dispel magic. The DM might also allow you to
target a specific spell with dispel magic when you can surmise what the spell is. For example, the barbarian in your group
enters a rage and then abruptly freezes in place, not attacking. You might sensibly work out that the character is the subject
of a hold person or hold monster spell, and you could target that spell with dispel magic without first resorting to detect
magic.
A targeted dispel magic affects only the target, not other creatures, objects, or spells nearby. If the target is an object or
creature, the dispel magic has a chance to end every spell that is currently operating on that object or creature, as noted in
the spell's description. A dispel magic targeted on a creature does not also affect the creature's equipment, and a dispel
magic targeted on a single object in a creature's possession does not affect the creature itself or any other objects in its
possession. It's worth pointing out here that a creature and its equipment usually are treated as one entity when the creature
receives a spell. For example, when a creature receives a displacement spell, both it and its equipment are displaced.
Exceptions to this general rule abound, and dispel magic is one of them.
When you aim a targeted dispel magic spell at a particular spell, only that spell is subject to dispelling. This can be very
helpful when you wish to free an ally of one detrimental spell without dispelling any beneficial spells the character has
received.
When you select an object as the dispel magic's target, you can end every spell or spell-like effect currently operating on the
object. If the target object is a magic item, you can make a caster level check to suppress all the item's magical powers for
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1d4 rounds, as noted in the dispel magic spell description. An item's nonmagical properties remain unaffected by dispel
magic. A +1 longsword suppressed by a dispel magic spell remains a masterwork longsword.
If the target object is a magic item that also has received one or more spells, you have a chance to end each spell currently
operating on the item and a chance to suppress all the item's magical abilities. The spell description doesn't make this point
clear, but it's the easiest way to handle things. Dispel magic can't suppress an artifact's magical properties, but it can end
spells an artifact has produced.
Aiming a targeted dispel magic at a summoned creature proves similar to aiming the spell at a magic item. The spell has a
chance to banish the summoned creature, as noted in the spell description (and in the notes on the summoning subschool on
page 173 in the Player's Handbook). If the summoned creature also has received one or more spells, you have a chance to
end each spell, plus a chance to banish the summoned creature. If a single summoning effect has brought forth multiple
creatures and you target your dispel magic spell on one of them, you can banish only the creature you have targeted.
As an Area Effect
Instead of casting a targeted dispel magic (or using the spell as a counterspell), you can cast the spell as an area spell that
fills a 20-foot burst.
An area dispel can't suppress magic items, but it can remove ongoing spells from creatures or objects. For each creature
within the burst that has received one or more spells, you make a caster level check against the spell with the highest caster
level. If that check fails, you make checks against progressively weaker spells until you dispel one spell or fail all your checks
against the spells affecting that subject. Once the area dispel magic removes one spell from a subject, it has no further
effects on that subject.
An area dispel magic also ends spells operating in the same area as the burst. If the burst covers the subject spell's point of
origin, a successful caster level check from you negates the whole effect, even if the burst does not cover the subject effect's
whole area. See page 175 in the Player's Handbook and Rules of the Game: Reading Spell Descriptions for discussions of a
magical effect's point of origin. If the dispel magic's burst merely overlaps the subject spell's area without covering the spell's
point of origin, a successful caster level check from you negates only the portion of the subject spell that the burst covers.
When the burst from an area dispel magic covers two or more summoned creatures, make a single caster level check. If the
check succeeds, you banish each creature the burst covers. If a summoned creature also has received one or more spells,
your area dispel has a chance to remove one spell (as noted previously) and a chance to banish the summoned creature.
A targeted or area dispel magic can affect only a spell that is currently operating. When a spell has an instantaneous
duration, it can't be dispelled because the magical effect is already over before the dispel magic can take effect.
Some spells aren't subject to dispel magic, as noted in their descriptions (for example, wall of force).
A dispelled spell ends as if its duration had expired. Usually, this means that the spell ends immediately. Be alert for spells
that remain for awhile after they expire (for example, the fly spell).
Opposing Spells
Some spells or groups of spells negate each other. For example, haste and slow counter or dispel each other, and the
darkness spell can counter or dispel any spell with the light descriptor, provided the subject spell is of an equal or lower level.
When two spells counter or dispel each other, either spell can function as a counterspell against the other, as noted above.
The rules aren't very clear about what happens when opposing spells dispel each other. In general, you can rule that the two
spells negate each other. When two opposing spells have targets, one spell can remove the other when aimed at the same
target. Treat the second spell just like a targeted dispel magic except that no caster level check is required and only the
opposing spell is negated. For example, if a creature has received a haste spell, targeting a slow spell on the same creature
automatically removes the haste effect, leaving the subject neither slowed nor hasted. When two opposing spells can affect
multiple targets, they only negate each other when they share the same targets. For example, when you cast a slow spell on
six enemies and two of them have received haste effects, the spell removes the two haste effects, leaving the other four
targets subject to the slow spell's normal effects.
When two opposing spells have areas, one spell can remove the other when aimed at the same area. If the second spell's
area covers the first spell's point of origin, both spells are completely negated (no caster level check is required). If the
second spell's area of effect merely overlaps the first spell's area without covering the spell's point of origin, the two spells
negate each other only the area where the areas overlap.
Light and Darkness Descriptor Spells
Most spells with the light and darkness descriptors have target entries. This means that you must aim a spell with the
darkness descriptor at the same target as a spell with the light descriptor if you want to use the former spell to dispel the
latter spell. Spells with the light and darkness descriptor have an unusual property, however; they cause their targets to emit
light or darkness and when cast on moveable objects, the illuminated or darkened areas also are mobile.
Whenever two such areas are aimed or moved so that the areas they affect overlap, the two spells usually temporarily
suppress each other. This means that the usual light conditions prevail in the area of overlap. For example, a daylight spell
makes a dim chamber bright with light. A darkness spell fills the same room with shadows. If the two spell effects are allowed
to overlap, there will be an area of dim light in the area of overlap bordered on one side (the daylight side) by bright light and
on the other (the darkness side) by shadowy light. In this case, the two spells otherwise do not affect each other. If the two
effects move away, both spells work again.
It's also possible that the higher level spell keeps working and the lower level is suppressed. For example, when you cast a
darkness spell on an object and then move the object so that the darkened area covers the area where a light spell provides
illumination, the lower level light spell stops working until someone moves the darkness effect away.
Though this discussion of mobile spell effects pertains to spells with the darkness and light descriptors, you might find it
helpful when dealing with other mobile spell effects as well.
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Actions
Foreword
Whether your roleplaying style leans toward kicking in doors and hacking up everything that moves or more toward detailed
storytelling, chances are you expect your character to do a few things every adventure. Fortunately, the D&D game has
plenty of rules governing how characters act. At the core of those rules lies the game's system of actions. When you
understand the terminology and basic rules governing actions, you can avoid many errors and misunderstandings -- and head
off many arguments.
The Language of Actions
Here are a few terms.
Action
The Player's Handbook glossary defines an action as a character activity, which doesn't tell the whole story. In practical
terms, an action is something you do during your own turn that uses up time (usually) and changes (or has the potential to
change) something in the game world. As a general rule, you can use an action only during your own turn. You sometimes
can act during someone else's turn, but when you do so that's usually an extra activity for you, and it doesn't affect the
actions available to you during your next turn.
 PH pg 304: "action: A character activity. Actions are divided into the following categories, according to the time
required to perform them (from most time to least): full-round actions, standard actions, move actions, and free
actions."
The basic kinds of actions in the D&D game include standard actions, move actions, full-round actions, free actions, and
nonactions.
Free Action
A free action is an activity that takes only a minor amount of time. You can take any number of free actions during your turn,
subject to your DM's approval. Taking one or more free actions doesn't affect the other actions available to you during your
turn.
Full-Round Action
A full-round action is an activity that effectively consumes all of your time during your turn. Consequently, you cannot use
either a standard or a move action (see below) during a turn when you use a full-round action. You can, however, use a 5foot step during a turn when you use a full-round action (see the nonaction entry). You also can use free actions during a
turn when you use a full-round action.
Move Action
A move action is an activity that allows you to move your speed across the battlefield or perform some other activity that
takes a similar amount of time. You're allowed one move action during your turn. You can take a second move action during
your turn in place of the standard action you're also allowed (see below). You cannot, however, take a second standard action
in place of a move action.
Nonaction
A nonaction is an activity that effectively takes no time at all (as opposed to a free action, which takes an insignificant
amount of time), but it nevertheless involves some effort on your part. Often, a nonaction is something that you do as part of
another action, such as making a Use Magic Device skill check while trying to activate a magic wand. Activating the wand is a
standard action and making the check is not an action at all. Some activities that are described in the rules as free actions are
actually nonactions; one example is trying to establish a hold on a foe after a successful grab in a grapple attack. (Readers
may remember the entry for "Not an Action" on page 139 of the Player's Handbook.)
 PH pg 139: "Not an Action: Some activities are so minor that they are not even considered free actions. They literally
don't take any time at all to do and are considered an inherent part of doing something else. For instance, using the
Use Magic Device skill (page 85) while trying to activate a device is not an action, it is part of the standard action to
activate a magic item."
A 5-foot step is a nonaction you can use to move a short distance when you don't otherwise move during your turn; see
Rules of the Game: All About Movement.
Many nonactions are things you can do when it's not your turn, such as making opposed checks to avoid being disarmed or
tripped or making an attack of opportunity.
Standard Action
A standard action is a kind of action that covers any activity you can perform and still have time left to move your speed
during the same turn (see Rules of the Game: All About Movement). You are allowed only one standard action each turn, and
sometimes you can't perform any standard actions at all.
Using Actions
In most cases, you have the following three options available to you during your turn (choose one):
 One standard action plus one move action.
 Two move actions.
 One full-round action.
You can add any number of nonactions or a reasonable number of free actions (your DM decides what's reasonable) to the
option you choose. Some of these extras impose their own limits on what you can do; for example, you can take only one 5foot step during your turn. Various expansions to the D&D rules introduce more ways to sneak in little extras while you act
during your turn. An example is the immediate action from the Expanded Psionics Handbook. We'll take a look at those
below.
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You cannot combine your action options. For example, if you use the Multi-Shot feat, which allows you to fire multiple arrows
as a standard action, you cannot also use the full attack action, which is a full-round action.
Action Restrictions
Circumstances often reduce your options for acting. Sometimes, you simply don't have a complete round in which to act.
Other times, you find yourself unable to act quickly or decisively.
Surprise Rounds
Whenever some combatants in a battle are aware of their opponents and some are not, the battle begins with a surprise
round (see page 137 in the Player's Handbook). Combatants who begin the combat aware of the opposition can act during a
surprise round, but can use only a standard action during their turns (plus any free actions the DM allows and nonactions as
appropriate). Remember that when you have a standard action available, you can use a move action instead (but not vice
versa).
 PH pg 137: "The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round
happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they
roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents
each take a standard action during the surprise round (see Standard Actions, page 139). You can also take free actions
during the surprise round, at the DM's discretion. If no one or everyone is surprised, no surprise round occurs."
Character Conditions
Many conditions also restrict the actions you can perform. See page 300 in the Dungeon Master's Guide for a complete list of
character conditions.
 DMG pg 300: "Ability Damaged, Ability Drained, Blinded, Blown Away, Checked, Confused, Cowering, Dazed, Dazzled,
Dead, Deafened, Disabled, Dying, Energy Drained, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed,
Frightened, Grappling, Helpless, Incorporeal, Invisible, Knocked Down, Nauseated, Panicked, Paralyzed, Petrified,
Pinned, Prone, Shaken, Sickened, Stable, Staggered, Stunned, Turned, Unconscious."
Ability Damaged or Drained
You become unable to act when any ability score is reduced to 0. When your Constitution score falls to 0 you die (see dead
below). When your Strength score falls to 0 you collapse, limp as a rag doll. When your Dexterity falls to 0, you're paralyzed,
unable to move a muscle. These latter two situations generally rule out any action or nonaction unless you have a way to
affect yourself or your surroundings purely through mental activity. For example, moving with a fly or levitate spell doesn't
require any physical activity, and either spell would allow you to use a move action to move at the speed the spell in question
allows. Likewise, a mage hand or telekinesis spell would allow some move actions (such as picking up an item), some
standard actions (such as lighting a torch with a tindertwig), or some full-round actions (such as lighting a torch with flint and
steel). Some actions, such as concentrating to maintain an active spell, also are purely mental.
You can use free actions and nonactions while your Dexterity or Strength score is reduced to 0, provided such actions are
purely mental.
It's reasonable for a DM to limit exactly what you can accomplish when your Strength or Dexterity is reduced to 0. After all,
your field of vision and other faculties are likely to be restricted.
When your Intelligence, Wisdom, or Charisma falls to 0, parts of your brain shuts down and you lose consciousness. While
unconscious, you cannot act at all.
Cowering
You cannot act when cowering.
Dazed
You cannot act when dazed.
Dead
When you're dead, your spirit departs and your body becomes a mere object. Neither your departed spirit nor your lifeless
body can act. Of course, either your spirit or your body may regain some semblance of life, such as becoming an undead
creature, but then you're no longer truly dead.
Disabled
You're limited to one move action or one standard action (you can't use both) when disabled. You cannot use a full-round
action when disabled. If you use a standard action (or anything strenuous) while disabled, you take 1 point of damage after
completing the action. See below for more notes on the disabled condition.
Dying
When you're dying, you're unconscious and unable to act; see the notes under ability damage and ability drain.
Fascinated
When fascinated, you must stand or sit quietly, taking no actions other than to pay attention to the source of your
fascination. In effect, you use a standard action during your turn to focus on the source of your fascination, and you cannot
move, or even take a 5-foot step, while fascinated.
Fatigued
When fatigued, you can neither run nor charge, but your actions aren't otherwise restricted.
Frightened
If you're frightened, you must use two move actions each round to flee from the source of your fright. If unable to flee, you
can fight; you take a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks.
Grappling
When engaged in a grapple (either holding onto a foe or in a foe's grasp) you can undertake only a limited number of actions,
as noted on page 156 of the Player's Handbook.
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 PH pg 156: "If You're Grappling: When you're grappling (regardless of who started the grapple), you can perform any
of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a
move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of
each of your attacks, but at successfully lower base attack bonuses: activate a magic item, attack your opponent, cast
a spell, damage your opponent, draw a light weapon, escape from grapple, move, retrieve a spell component, pin your
opponent, break another's pin, use opponent's weapon."
Helpless
You cannot act when helpless.
Nauseated
When nauseated, you're limited to a single move action during your turn.
Panicked
If you're panicked, you must use two move actions each round to flee from the source of your panic. If unable to flee, you
cower; you take a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks.
Paralyzed
If paralyzed, you cannot act; see the notes under ability damage and ability drain.
Petrified
When you're petrified, you're considered unconscious; see the notes under ability damage and ability drain.
Pinned
Being pinned is just like being held in a grapple, except you have even fewer options. See page 156 of the Player's Handbook
for details.
 PH pg 156: "When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you're
pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent's option,
you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in
place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a
standard action. If you win, you escape the pin, but you're still grappling."
Prone
You cannot use a ranged weapon (except for a crossbow) when prone. You actions aren't otherwise limited.
Stable
When you're stable you're also unconscious; see the notes under ability damage and ability drain.
Staggered
When staggered, you can use a single move action or standard action each round (but not both, nor can you use a full-round
action).
Stunned
You can't act when stunned.
Turned
Turned creatures must make two move actions each round. If they cannot do so, they cower.
Unconscious
See the notes under ability damage and ability drain.
Kinds of Nonactions
As noted above, a nonaction is something that effectively takes you no time at all, but still requires some attention or effort.
The rules don't go into any detail about the kinds of nonactions in the game, but for our purposes they fall into three
categories:
Aggressive Nonactions
There's only one activity that falls into this category: the attack of opportunity. An attack of opportunity is similar to the
attack action. In general, if you cannot use a standard action during your turn, you also cannot make an attack of opportunity
during someone else's turn. When the notes on conditions in above say that you cannot act (for example, when stunned), you
cannot make an attack of opportunity.
It's worth noting here that to threaten a space on the battlefield you must be able to make an armed attack into that space
(see Rules of the Game: All About Attacks of Opportunity). If you cannot use at least a standard action you cannot make an
armed attack into any space.
The rules don't say so, but making an attack of opportunity should be considered strenuous; if you make an attack of
opportunity while disabled, you take 1 point of damage after completing the attack.
Nonactions with Other Actions
When you can't perform the main action, you can't perform any nonactions that might accompany it. For example, if you
can't use a standard action, you cannot activate most magic items and you also cannot make a Use Magic Device check to
activate an item that requires a standard action to activate.
You can take a 5-foot step anytime you don't otherwise move across the battlefield. You usually take a 5-foot step before,
after, or during another action. The rules don't say so, but it's best to assume that you cannot take a 5-foot step unless you
can take at least a move action during your turn.
Reactive Nonactions
It's usually best to allow characters to use nonactions, such as making opposed checks to resist being tripped or grappled,
unless they're helpless (any ability score reduced to 0, paralyzed, petrified, or unconscious). It's worth noting, however, that
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even a helpless character can make a Reflex save (albeit with a -5 penalty for an effective Dexterity score of 0). That's
because the game generally favors at least some involvement from the player -- and a chance for a miraculous escape -whenever a character is in danger.
A player reasonably can expect to make opposed checks that have a basically defensive nature, such as resisting a trip or
grapple, even when a character is helpless. In such cases, the opposed check really represents fate intervening to foil the
attacker rather than any determined resistance on the defender's part. No matter what kind of opposed check a helpless
character makes, its best to apply a -5 penalty on the check for a relevant ability score that's effectively 0 when the action is
basically physical (such as avoiding being tripped or grappled).
All that said, a character cannot make or succeed at some opposed checks. For example, a blind character cannot make a
Spot check to see a hidden foe, nor can a deaf character make a Listen check to hear someone sneaking up on her.
The Disabled Condition
As noted above, you're limited to one standard action or one move action (but not both) when you're disabled. You cannot
use a full-round action while disabled.
If you use a standard action or do anything strenuous while disabled, you take 1 point of damage after completing the action.
The rules leave it to the DM to decide what's "strenuous." Since a standard action deals you damage when you're disabled,
however, you can use the list of standard actions shown on Table 8-2 in the Player's Handbook as a guide. Anything that
resembles one of the standard actions shown there probably is sufficiently strenuous to hurt you when you're disabled. For
example, making an attack of opportunity (as noted earlier) resembles the attack action and you take 1 point of damage if
you make an attack of opportunity while disabled. Likewise, casting a quickened spell (a free action) also deals you damage
because it's similar to casting a spell as a standard action.
Some options you have when disabled aren't obvious. For example, the charge action is a full-round action; however, you can
charge as a standard action when you're limited to standard actions (such as during a surprise round). You also can charge as
a standard action when disabled; you take 1 point of damage when you do so. You also can withdraw as a standard action
when disabled, but you also take 1 point of damage when you do so.
When an action you take when disabled deals you damage, you complete the action first, then take the damage. Since you
have 0 hit points when disabled, you usually collapse and immediately begin dying. If the action you use gains you hit points,
you still take 1 point of damage for using a standard or strenuous action while disabled, but your condition after taking that
damage depends on your current hit point total. For example, you have 0 hit points and are disabled. You cast a cure light
wounds spell that gives you 5 hit points. After casting the spell, you take 1 point of damage, leaving you with 4 hit points.
Because you have a positive hit point total, you are not dying or disabled after taking the damage.
The Free Action and Its Relatives
As noted above, a free action is something you do during your turn that takes hardly any time at all. Many people believe
that a free action never provokes an attack of opportunity, but that is not a feature of free actions. It is true, however, that
free actions rarely provoke attacks of opportunity. For example, none of the free actions noted on page 144 of the Player's
Handbook provokes attacks of opportunity.
 PH pg 144: "Free Actions: Free actions don't take any time at all, though your DM may limit the number of free actions
you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are as follows:
Drop an Item, Drop Prone, Speak, Cease Concentration on Spell, Cast a Quickened Spell."
You usually can perform a free action before, after, or during another action, circumstances permitting. For example,
dropping an item is a free action. If you also move during your turn, you could drop an item at any point during the move. On
the other hand, speaking a few words also is a free action. If you move, you could speak at any point during your move, but
you could not speak while simultaneously casting a spell with a verbal component. If you tried to do so, you'd interrupt your
own spell. You could, however, speak a few words before or after casting the spell. Likewise, you can cast only one spell at a
time. You can't cast a quickened spell while casting another spell. When in doubt about when a free action can occur, the
player and DM should discuss the matter.
You cannot use a free action during another creature's turn. For example, speaking is a free action, but if you know where an
invisible creature lurks, you can't tell a colleague where the creature is the moment your colleague acts. (You could ready
such an action, however see below.)
It's Like a Free Action but It Isn't
The Expanded Psionics Handbook introduced two new kinds of actions that are very similar to free actions. Like free actions,
these actions take little or no time. Unlike free actions, there are strict limits on how many of these actions you can use in a
single turn and when you can use them. Here's an overview:
Swift Actions
You can perform one (and only one) swift action during your turn. A swift action is otherwise just like a free action.
Immediate Actions
You can use an immediate action any time, even during another creature's turn. If you use an immediate action during your
turn, you cannot use a swift action during your next turn. You cannot use another swift or immediate action until after your
next turn.
Standard Actions
As noted above, you can use a standard action and still have time for a move action as well. You can substitute a move action
for a standard action, but not vice versa. You can use only one standard action each round, and you can't use any standard
action if you use a full-round action.
Attack
Use this action to make a single melee or ranged attack. (Some feats, such as Manyshot , allow you to make more than one
attack with a standard action.) If your base attack bonus allows you to make multiple attacks during your turn, or if you wield
two weapons, you need to use the full-attack action (a full-round action) to make the multiple attacks.
 From PH pg 150: "Cover: One of the best defenses available is cover. By taking cover behind a tree, a wall, the side of
a wagon, or the battlements of a castle, you can protect yourself from attacks, especially ranged attacks, and also from
being spotted. To determine whether your target has cover from your ranged attack, choose a corner of your square. If
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any line from this corner to any corner of the target’s square passes through a square or border that blocks line of
effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)."
To make a melee attack, your target must be within reach (usually adjacent to you if you're a Medium creature). To make a
ranged attack, your target must be within range. You must have line of effect (at least one unbroken, straight, line from any
corner of your space to any corner of your target's space) to make a melee or ranged attack. If one or more of those lines is
blocked, your target has cover against your attack. If you're making a melee attack, your target has cover if any line between
any corner of your square and any corner of your target's square is blocked. If you're making a ranged attack, pick any
corner of your square. Your target has cover only if any line connecting that corner with any corner of the target's space is
blocked.
Remember that a natural 1 (the d20 comes up 1) on the attack roll is always a miss, no matter what your attack bonus or
what your target's Armor Class. A natural 20 (the d20 comes up 20) is always a hit, provided that you have line of effect to
your target and your target is in reach (for a melee attack) or range (for a ranged attack).
If you make a ranged attack at a target engaged in melee with a character friendly to you, you take a -4 penalty on your
attack roll. Two creatures are engaged in melee if they are enemies of each other and either threatens the other. In this case,
it's best to assume one creature threatens the other if it can make an armed or an unarmed melee attack against the other.
(As noted earlier, you must be able to make an armed melee attack into a space to threaten that space.) A creature that
cannot make any attacks is not considered engaged unless a foe is actually attacking it. In this case, a creature is being
attacked when a foe has attacked during the current or previous round.
If you have the Precise Shot feat, you can shoot or throw into a melee without the -4 penalty.
If your target (or the part of the target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly
character, you can avoid the -4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.
That's because you can easily aim your shot to avoid hitting your ally.
If your attack succeeds, you deal damage and might inflict a critical hit as noted on page 139 in the Player's Handbook.
As a nonaction while attacking, you can choose to fight defensively as noted on page 140 in the Player's Handbook.
Making an armed melee attack doesn't provoke attacks of opportunity. An unarmed melee attack provokes an attack of
opportunity from your target if the target is armed. (A character could be considered armed even when she attacks without a
weapon; see page 139 in the Player's Handbook.) A ranged attack provokes an attack of opportunity from every foe that
threatens you when you make the attack.
Cast a Spell
Most spells require one standard action to cast. To cast any spell, you must provide any components the spell requires. See
Rules of the Game: Reading Spell Descriptions for details. Casting a spell usually provokes an attack of opportunity from
every foe that threatens you when you cast.
As a nonaction, you can make a Concentration check to cast a spell defensively. Doing so allows you to cast the spell without
provoking attacks of opportunity, but you must succeed at the Concentration check (DC 15 + spell level) or lose the spell.
Other conditions, such as poor weather, continuing damage, or hostile spells also can break your concentration; see the
Concentration skill description in the Player's Handbook for details.
If you cast a spell with a range of touch, you can touch one recipient as a nonaction that's part of the action you used to cast
the spell. You also can opt to hold the charge for a spell with touch range. Though you can lose the charge by accident, you
must use a standard action to deliver the spell where you want it. As a full-round action, you can touch up to six friends with
a touch spell, but that's worthwhile with only a few spells. See Rules of the Game: Reading Spell Descriptions for details.
Concentrate to Maintain a Spell
Some spells require continued concentration to keep them going. Concentrating to maintain a spell doesn't provoke an attack
of opportunity, but anything that could break your concentration when casting a spell can keep you from concentrating to
maintain a spell. If your concentration breaks, the spell ends.
Sometimes, you'll need to perform some other action to get the benefit from your spell. In most cases this is a nonaction
that's part of the standard action you use to concentrate on the spell; an example is making a Spellcraft check to determine
the school of a magical aura you've discovered with a detect magic spell.
Activate a Magic Item
Many magic items don't need to be activated, either because they work continuously or activate on their own when you use
them; see Rules of the Game: Using Magic Items. You use a standard action to activate most items that require activation. As
noted above, making a Use Magic Device skill check to help activate magic item is a nonaction you use as part of activating
the item.
Use Special Ability
Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at
all is defined by the ability.
A spell-like ability requires a standard action that provokes an attack of opportunity; see Rules of the Game: All About SpellLike Abilities for details.
A supernatural ability usually requires a standard action that does not provoke an attack of opportunity, though sometimes
using a supernatural ability is a nonaction or simply works when the user takes some other action. For example, energy drain
works when the user makes a successful slam (or incorporeal touch) attack.
Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen when the
user takes some other action. Those extraordinary abilities that are actions are usually standard actions that cannot be
disrupted, do not require concentration, and do not provoke attacks of opportunity.
Total Defense
This standard action gives you a dodge bonus to your Armor Class for 1 round; see page 142 in the Player's Handbook for
details. The bonus lasts from the moment you declare the total defense action until the beginning of your next turn. You can
use a move action either before or after you declare the action, but you're better off if you declare the action, then use a
move action (because you get the benefit of total defense against any attacks of opportunity provoked by your move action).
 From PH pg 142: "Total Defense: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC
for 1 round. Your AC improves at the start of this action, so it helps you against any attacks of opportunity you incur
during the round. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise
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feat (since both of those require you to declare an attack or full attack). You can't make attacks of opportunity while
using total defense."
Start or Complete a Full-Round Action
This standard action lets you start a full-round action and finish it the following round by using another standard action. You
can't use this action to start or complete a full attack, charge, run, or withdraw. You can use this action to begin or complete
a spell with a full-round casting time, to perform a coup de grace, or to begin or complete moving 5 feet through difficult
terrain (see Rules of the Game: All About Movement. As with any other standard action, you can use a move action either
before or after starting or completing the full-round action (provided you have both a standard action and move action
available during your turn). If you use this action to start a full-round action and fail to use another standard action to
complete the full-round during the following turn, your previous standard action is wasted.
Move Actions
As noted above, a move action either moves you across the battlefield a distance equal to your speed (or less) or is
something that takes a similar amount of time.
As noted earlier too, you can substitute a move action for a standard action, but not vice versa. This allows you to use one or
two move actions each round.
Leaving a threatened space using a move action provokes an attack of opportunity, though there are ways to avoid triggering
an attack of opportunity, such as using the Tumble skill.
Move
You use this action to move up to your speed. If you choose to travel across the battlefield at less than your speed, you still
use up a whole move action. This helps simplify play.
Accelerated Climbing
You can climb up to one-half your speed as a move action by accepting a -5 penalty on your Climb check. All the normal risks
and penalties involved in climbing apply to acceleratedclimbing; see the Climb skill description in the Player's Handbook.
Crawling
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any
point of your crawl. This means that you trigger an attack of opportunity when you enter or leave a threatened space by
crawling.
Drawing or Sheathing a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, usually is a move action.
If you have a base attack bonus of +1 or higher, drawing (but not sheathing) a weapon is a nonaction that you can take
along with a regular move (that is, a move action that you use to move up to your speed across the battlefield). If you have
the Two-Weapon Fighting feat, you can draw two weapons (either light or one-handed weapons) either as a move action or
as a nonaction along with a regular move.
The draw a weapon action (and nonaction) also applies to weaponlike objects carried in easy reach. The rules don't give much
guidance about which objects are "weaponlike," other than to use a wand as an example. As a practical matter, I suggest
treating any object that is no bigger than a weapon for the character as weaponlike for this purpose. To be retrieved as a
weapon, the weaponlike object also has to be stored in some convenient place, such as a sheath or loop in a belt or on some
kind of harness or bandoleer.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.
The Quick Draw feat allows you to draw (but not sheathe) a weapon as a free action during your turn. If you also have the
Two-Weapon Fighting feat, you can draw two weapons as a free action during your turn. Though the rules don't say so, it is
reasonable to assume that you also can use Quick Draw to draw weaponlike objects.
Readying or Loosing a Shield
Strapping a shield to your arm to gain its shield bonus to your Armor Class is a move action that does not provoke an attack
of opportunity. The rules don't specifically say so, but to ready a shield as a move action you must carry it on your person
(perhaps strapped to your back). If you pick up a shield off the ground, that takes a separate move action that provokes an
attack of opportunity.
Unstrapping and dropping a shield so you can use your shield hand for another purpose requires a move action that does not
provoke an attack of opportunity (to unstrap it) and a free action (to drop it). You also can merely loose the shield and keep
it on your person, usually by slinging it over your back by a strap.
If you have a base attack bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular
move.
Manipulating an Item
Moving, lifting, storing, retrieving, or otherwise handling an item is a move action. See Table 8-2 in the Player's Handbook for
variations on this action and which variations provoke attacks of opportunity.
Directing an Existing Spell
Some spells, such as flaming sphere, allow you to redirect the effect to new targets or areas while the spell lasts. Directing a
spell requires a move action and does not provoke attacks of opportunity or require concentration.
Standing Up
When you're prone (lying down), standing up requires a move action and provokes attacks of opportunity.See Rules of the
Game: All About Movement for variations on standing up.
Mounting or Dismounting a Steed
You can mount or get off a steed no more than one size category bigger than you as a move action that does not provoke an
attack of opportunity. With a DC 20 Ride check, you can mount or dismount a steed no more than one size category bigger
than you as a free action, provided that you have at least one move action available to you during the current turn at the
time you attempt the mount or dismount. For example, if you ride your mount for a double move, you've exhausted your
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move actions for the round and cannot dismount during the same round, even with a Ride check. See the Ride skill
description in the Player's Handbook or Rules of the Game: All About Movement for more on mounting and dismounting.
Full-Round Actions
As noted above, a full-round action uses up all your time in a round. You can't combine a full-round action with a standard or
a move action, though if your full-round action does not involve moving any distance, you can take a 5-foot step.
Remember that you complete a full-round action during your turn. You do not have to wait until the next round to complete
the action (unless you use two standard actions to start the action during one turn and finish it the next; see above).
Full Attack
This works just like the attack standard action except that you can make any extra attacks you have available because of
your base attack bonus or equipment. You do not need to specify the targets of your attacks ahead of time. You can see how
the earlier attacks turn out before assigning the later ones.
You decide between the full attack and attack actions after you make your first attack. If you decide to use a move action
after attacking, then your first attack is considered the attack standard action. Even if you choose the full attack action, you
can take a 5-foot step before, after, or during the action. You can interrupt your attacks with a 5-foot step to bring new
opponents within reach.
Cast a Spell
Spells with 1 round casting times break the rule about completing full-round actions during your turn. You use a full-round
action to cast the spell, but the spell comes into effect just before the beginning of your turn in the round after you began
casting the spell.
When a spell takes longer than 1 round to cast, you use a full-round action each turn for the entire casting time, and the spell
takes effect just before your turn the round after you finish. For example, a spell with a 1-minute casting time comes into
effect just before your turn 1 minute later. Your full-round actions must be consecutive and uninterrupted, or the spell
automatically fails. You can, however, take a 5-foot step each round you spend casting.
When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration
from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and
before it is complete, you lose the spell. Any material or XP components the spell requires are used up when you begin the
spell.
You provoke attacks of opportunity only when you begin casting a spell, even though you might continue casting for at least
1 full round. While casting a spell, you don't threaten any squares around you.
Spontaneous spellcasters, such as sorcerers and bards, must use at least a full-round action to cast spells modified with
metamagic feats. If such a spell has a casting time of less than 1 round, the character uses one full-round action to cast the
spell, and the spell takes effect on the character's turn (see page 88 in the Player's Handbook). If the spell has a casting time
of 1 round or longer, the spellcaster must use an extra full-round action to complete the spell.
 From PH pg 188: "Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can
cast a metamagic version of it instead. For instance, an 11th-level cleric can swap out a prepared 6th-level spell to cast
an empowered cure critical wounds spell. Extra time is also required in this case. Casting a 1-action metamagic spell
spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast."
Use Special Ability
As noted above, using a special ability is usually a standard action, but some may be full-round actions, as defined in the
ability description.
Withdraw
When you withdraw, you can move up to double your speed. The space you start out in is not considered threatened by any
opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that
space. (Enemies you cannot see still get attacks of opportunity against you, and you can't withdraw from combat if you're
blinded.)
The withdraw action doesn't exempt you from attacks of opportunity when you leave spaces other than the first one you exit
during the withdraw action. Because you move when you withdraw, you cannot take a 5-foot step during the same turn.
If you're limited to a standard action during your turn, you can withdraw as a standard action.
Run
When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy
armor). You lose any Dexterity bonus to AC unless you have the Run feat. You can run for only a limited time; see page 144
in the Player's Handbook. You can't run if the terrain slows your movement or if you can't see where you're going.
Move 5 Feet Through Difficult Terrain
In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (a single
square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even
though this looks like a 5-foot step, it's not (you can't take a 5-foot step if your movement is hampered), and thus it
provokes attacks of opportunity normally.
Special Actions
Most special actions are standard actions or nonactions.
Aid Another
As a standard action, you can help a friend attack or defend by distracting or interfering with an opponent. The opponent
must be within melee reach. You make an attack roll against Armor Class 10. If you succeed, your friend gains either a +2
bonus on his next melee attack roll against that opponent or a +2 bonus to Armor Class against that opponent's next melee
attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the
same friend, and the bonuses stack.
You also can use this action to assist with a skill check, as noted on page 154 of the Player's Handbook.
 From PH pg 154: "Aid Another: In melee combat, you can help a friend attack or defend by distracting or interfering
with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee
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combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you
succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against
that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple
characters can aid the same friend, and similar bonuses stack."
Bull Rush
You perform a bull rush as a standard action (the attack action) or as part of a charge. You must move into your foe's space
to initiate a bull rush. If you're charging, moving into the foe's space is part of your charge movement (this is an exception to
the general rule against charging through occupied spaces). If you're bull rushing with the attack action, you must move into
the foe's space using a move action or a 5-foot step. See page 154 of the Player's Handbook for more information on bull
rushing.
Charge
The charge action lets you move up to twice your speed in a straight line and make a single melee attack. If you're limited to
standard actions during your turn, you can charge as a standard action, moving up to your speed. Because you move when
you charge, you cannot take a 5-foot step during the same turn. See page 154 of the Player's Handbook for more information
on charging.
Disarm
You can attempt to disarm someone as a melee attack. You usually use the attack or full attack action for a disarm, but you
also can disarm as an attack of opportunity.
You can knock something out of a creature's hands with the disarm action, or you can use a free hand to snatch away
something. In the latter case, you wind up with the target item in your hand if the disarm succeeds. See page 155 of the
Player's Handbook for more information on disarming.
Feint
Feinting is a standard action you use in melee combat. It does not provoke attacks of opportunity.
The rules don't say so, but you may want to assume that your foe does not notice a successful feint attempt. If a player
character is subjected to feint attempt, the DM should make the required opposed check (see page 155 in the Player's
Handbook) secretly. To take advantage of a successful feint, you must make a melee attack against your foe on or before
your next turn. If you cannot make the attack in time, the feint is wasted.
The Improved Feint feat allows you to feint as a move action.
Grapple
You grapple using the attack or full-attack action. Grappling requires several steps; see Page 155 in the Player's Handbook
and Rules of the Game: All About Grappling.
Initially in a grapple, you grab your foe as an attack action; all the opposed grapple checks you make after that to resolve the
grapple attempt are nonactions for you and for your opponent. Because you grapple as a melee attack, you can initiate a
grapple as an attack of opportunity.
If you begin your turn with a foe in your grasp (or vice versa), your initial grapple check to affect your foe (or escape) is an
attack action and the check your foe makes to resist you is a nonaction.
Overrun
You attempt an overrun as a standard action that you take concurrently with a move action. This means that you can move
up to your speed when overrunning. (As noted in the errata for the Player's Handbook, you cannot overrun as part of a
charge.) See page 157 in the Player's Handbook for more information on overruns.
Sunder
You can attempt to sunder an object as a melee attack. You usually use the attack or full attack action for a sunder, but you
also can sunder as an attack of opportunity.
Throw Splash Weapon
You throw a splash weapon as a ranged attack. It takes a move action to draw a splash weapon (though if it is stored in easy
reach, you can draw it as a nonaction as part of a move or as a free action with the Quick Draw feat). You use the attack or
full attack action to throw a splash weapon. If your splash weapon requires any special preparations, such as lighting a wick,
you need a full-round action to prepare the weapon. The splash weapon descriptions in Chapter 7 of the Player's Handbook
(acid, alchemist's fire, and holy water) make no mention of preparation and I recommend that DMs simply allow characters to
draw and throw these weapons. Save the prepare splash weapon action for improvised splash weapons such as flasks of lamp
oil.
Trip
You can attempt to trip someone as a melee attack. You usually use the attack or full attack action for a trip, but you also can
trip as an attack of opportunity.
Tripping usually is an unarmed attack, but you can use some weapons to make trip attacks as well. Refer to the weapon's
description to determine if it's useful for tripping.
Turn or Rebuke Undead
You turn or rebuke as a standard action that doesn't provoke an attack of opportunity, which is the norm for a supernatural
ability. The rules don't say so, but it may help to treat a turn or rebuke as a supernatural effect that fills a burst (60 feet in
the case of a cleric or paladin, though be aware that it has a maximum number of targets it can affect, and the effect cannot
exceed a designated HD cap). See page 159 in the Player's Handbook for details on turning and rebuking.
Two-Weapon Fighting
As noted above, you must use the full attack action to attack with multiple weapons.
Ready
You can use a standard action to prepare another action later in the round. Readying does not provoke an attack of
opportunity.
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You can ready a standard action, a move action, or a free action; regardless of the readied action, it always costs you a
standard action to ready it. When you ready, you must specify the action you will take and the conditions under which you
will take it. It pays to be as general as possible when specifying conditions. For example, it's far better to prepare to shoot
the first creature that comes around a corner than the first orc that comes around the corner (unless you really are interested
in shooting only orcs, or if you're concerned that an ally may come around the corner). When in doubt, ask your DM how
specific you must be.
If you do not take your readied action by the time your next turn comes, your opportunity to act is lost, but you can ready
your action (or another action) again. When you take a readied action, your initiative number changes, as noted on page 160
of the Player's Handbook. When you take your readied action, you usually resolve your action before resolving whatever
triggered the readied action. For example, if you readied to shoot a creature coming around a corner, you take the shot
before your foe completes his movement. You can use a readied action to disrupt an enemy's spell or deal extra damage to a
charging enemy, as noted in the Player's Handbook.
 From PH pg 160: "Initiative Consequences of Readying: Your initiative result becomes the count on which you took the
readied action. If you come to your next action and have not yet performed your readied action, you don't get to take
the readied action (though you can ready the same action again). If you take your readied action in the next round,
before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not
get your regular action that round."
 From PH pg 160: "Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger "if she starts
casting a spell." If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her
Concentration check result). Readying a Weapon against a Charge: You can ready certain piercing weapons, setting
them to receive charges (see Table 7-5: Weapons, page 116). A readied weapon of this type deals double damage if
you score a hit with it against a charging character."
Delay
Delay is a nonaction you use to put off your turn until a point in the initiative order that's more favorable to you. You act
normally (that is you can choose from the menu of actions noted above) when you finally decide to act. When you finally take
your delayed action, your initiative number changes, as noted on page 160 of the Player's Handbook. If you delay until
another creature's turn, you can choose to act either before or after that creature acts, but of you choose to act before the
creature, you must do so before you know what that creature will do.
 From PH pg 160: "Initiative Consequences of Delaying: Your initiative result becomes the count on which you took the
delayed action. If you come to your next action and have not yet performed an action, you don't get to take a delayed
action (though you can delay again). If you take a delayed action in the next round, before your regular turn comes up,
your initiative count rises to that new point in the order of battle, and you do not get your regular action that round."
Readying vs. Delaying
Readying gives you fewer options than delaying, but readying also allows you to interrupt a foe's action, as noted above.
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Constructs
Foreword
The cast of villains in the D&D game includes a host of creatures that range from the familiar, such as animals and
humanoids, to the utterly alien, such as aberrations and undead.
Constructs fit into the unfamiliar end of the spectrum. Many players and DMs have some difficulty understanding what makes
these creatures tick (though few constructs literally tick). The addition of living constructs in Monster Manual III clouds the
picture further. This month, we'll work on demystifying the construct creature type. We'll start with a few basics.
What Is A Creature?
A construct is a kind of creature. According to the glossary in the Player's Handbook, a creature is a living or otherwise active
being that is not an object. Unfortunately, the glossary doesn't include an entry for objects. So what's the difference between
a creature and an object? The Monster Manual glossary gives us a clue. A creature has both a Charisma score, which gives it
self-awareness, and a Wisdom score, which gives it perception. In the D&D game, perception and self-awareness come as a
set -- you don't have one without the other. Anything that lacks Charisma and Wisdom scores is an object, not a creature. In
this case, self-awareness can be rudimentary. In game terms, anything capable of distinguishing between itself and that
which is not itself to any degree at all is self-aware.
From page 312 of the Monster Manual:
 Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0--they lack the
ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed below.
 Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no
Strength score can't exert force, usually because it has no physical body (a spectre, for example) or because it doesn't
move (a shrieker). The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity
modifier to its base attack bonus instead of a Strength modifier.
 Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can't move
(a shrieker, for example). If it can perform actions (such as casting spells), it applies its Intelligence modifier to
initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.
 Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body (a
spectre, for example) or no metabolism (a golem). It is immune to any effect that requires a Fortitude save unless the
effect works on objects or is harmless. For example, a zombie is unaffected by any type of poison but is susceptible to
a disintegrate spell. The creature is also immune to ability damage, ability drain, and energy drain, and automatically
fails Constitution checks. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless
the creature's description says it cannot run).
 Intelligence: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no
Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity
to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails
Intelligence checks. Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill
bonuses.
 Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with
no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.
 Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point
of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has
no Wisdom score.
Philosophers can argue about whether the D&D game's method of distinguishing between creatures and objects is valid, but
the definition works for game purposes.
It's worth noting that in the D&D game, some objects are alive and some creatures are not. A tree, for example, is a living
thing. It lacks a Charisma and a Wisdom score, however, and is an object. The D&D game teems with unliving creatures,
including undead and constructs.
It's also worth noting that you can mimic perception. For example, a trap that fires an arrow when someone trips a wire could
be said to have a limited ability to perceive intruders. In game terms, however, true perception requires a Wisdom score (and
consequentially a Charisma score).
Construct Traits
The Monster Manual glossary includes a brief entry stating what distinguishes a construct from another kind of creature. Here
are a few notes to flesh out the glossary entry.
Artificial Beings
An object animated with the animate objectspell is a construct. So are most creatures that are built through some artificial
means rather than bred, cloned, sprouted, or created through any natural process.
Not all artificial creatures are constructs. Spells such as animate dead and create undead produce undead creatures, not
constructs. The simulacrum spell creates a duplicate of some other creature and the duplicate has the same creature type as
the original. In general, a construct is a unique kind of creature, not a previously existing creature brought back from death
or an attempt to copy another creature. A construct also usually is built up, piece by piece (except in the case of an animated
object) from inert materials.
Unassailable Mind
Many constructs have no Intelligence scores and no minds. This gives them immunity to all mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects). Constructs that have Intelligence scores effectively have minds
hardwired into their bodies -- their minds aren't subject to outside manipulation and they have the same immunities that
mindless constructs have.
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Unliving
A construct is not alive. It has no Constitution score and it has no biological processes to disrupt (or to sustain it, either). This
gives a construct several benefits and a few drawbacks.
Constructs don't eat, sleep, or breathe, and most constructs cannot do any of these things. One could, however, build a
construct that can mimic these activities.
Constructs lack nervous systems, circulatory systems, and vital organs. As a consequence, a construct isn't subject to poison,
sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. A construct also is not subject to critical
hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. The rules don't say so, but a
construct also cannot be nauseated or sickened. A living construct can use the run action, but doing so will tire it out, as
noted on page 144 in the Player's Handbook. A living construct suffers all the normal effects of a forced march (see page 164
in the Player's Handbook). A regular construct can run or force march without tiring.
The lack of any biological activity in a construct's body leaves it immune to any effect that requires a Fortitude save unless
the effect also works on objects or is harmless. When dealing with a spell, see the spell's area, target, or effect entry to
determine if the spell affects objects. See the spell's saving throw and spell resistance entries to determine if the spell is
harmless. Rules of the Game: Reading Spell Descriptions contains further notes on determining what a spell can affect.
A construct's unliving body cannot heal damage on its own unless the construct also has the fast healing special quality.
However, one could repair damage to a construct through the Craft Construct feat (see below). The various cure wounds
spells from the Player's Handbook don't work on constructs. Specific spells or effects noted in the construct's description can
restore hit points a construct has lost. For example, fire heals damage an iron golem has suffered. Certain arcane spells, such
as the repair damage spells from the Complete Arcane, also can remove damage from a construct.
A living creature's body is subject to premature death if it suffers a massive shock or injury sufficient to disrupt its biological
functions. In the D&D game, the death from massive damage rule (see page 145 in the Player's Handbook) represents this
vulnerability. A living creature also has the ability to cling to life and recover from wounds that render it nonfunctional. The
rules for death and dying (see pages 145-146 in the Player's Handbook) represent this capacity.
A construct's hit points represent its body's total ability to withstand punishment and keep functioning. It has no biological
functions to disrupt, but it also has nothing to keep it hovering on death's door when badly injured. It is not subject to the
death from massive damage rule; however, it is immediately destroyed (broken into junk) when reduced to 0 hit points or
less.
Since it was never alive, a construct cannot be raised or resurrected.
Mass Equals Hit Points
Destroying a construct requires smashing so much of its structure that it literally falls apart. A construct gains bonus hit
points based on size, as shown on page 307 in the Monster Manual.
Standard Senses
All constructs in the D&D game can see unless otherwise noted in their descriptions. Vision is either built into the construct or
magically bestowed through the spell or ritual that animates it. All constructs have low-light vision and darkvision with a
range of 60 feet. The rules don't say so, but it's a reasonable assumption that a typical construct sees at least as well as
typical human does when it does not have to rely on low-light vision or darkvision.
Constructs have no special ability or inability to hear sounds, and it's reasonable to assume that a construct hears at least as
well as a human unless its description says otherwise.
Constructs don't eat, so it's a pretty good bet they don't have a sense of taste or smell.
A construct's immunity to critical hits and death from massive damage suggests that it doesn't have much of a sense of pain,
though a construct with an Intelligence score probably has some way to assess how much damage it has suffered. Likewise, a
construct also probably doesn't have much sense of touch. It probably can recognize some textures. I imagine a construct
probably can feel about as well as a human wearing a pair of household work gloves.
Building a Construct
The easiest way to make a construct requires a suitable object and an animate objectsspell. If you're not satisfied with a
mere animated object, however, you have to put in a bigger effort.
Creating a fairly elaborate construct such as a golem or shield guardian requires the Craft Construct feat (described on page
303 in the Monster Manual).
 Craft Construct [Item Creation]
 The creature can create golems and other magic automatons that obey its orders.
 Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.
 Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes
one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item's price in
XP and use up raw materials costing half of this price (see the Golem, Homunculus, and Shield Guardian monster
entries for details).
 A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up
to 20 points of damage by expending 50 gp per point of damage repaired.
 A newly created construct has average hit points for its Hit Dice.
The process of construct creation is just like creating a magic item. The process is described in Chapter 7 of the Dungeon
Master's Guide and in Rules of the Game: Making Magic Items. Here are the highlights:
Prerequisites
A construct has a list of prerequisites, which is included in the creation section of the construct's description. A list of
prerequisites might include one or more feats, spells, and miscellaneous requirements such as level, alignment, skills, and
race or kind.
A construct's creator must have a caster level high enough to cast any prerequisite spell the construct has.
In most cases, the construct's creator must provide any required spells personally; you can't have another character cast
them for you, but you can use a scroll that you activate yourself.
Cost
A construct's description (usually) includes a market price and a cost to create the construct. To calculate the creation cost
for a construct, subtract the cost of any special materials the construct requires from the market price. Divide the remainder
in half. The result you get represents the basic materials you must buy to build the construct. This basic cost includes the
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cost of the construct's body. Most construct descriptions include a separate cost for the body to allow DMs and players to use
the Craft skill to create the body.
The total cost to create the construct is the basic cost plus the cost of special materials. For example, a construct with a
market price of 100,000 gp and 10,000 gp worth of required special materials has a creation cost of 55,000 gp. (Here's the
math: 100,000 - 10,000 = 90,000; then 90,000/2=45,000; then 45,000 + 10,000 = 55,000 gp.)
Making the construct also requires experience points equal to 1/25th the market price minus the cost of special materials.
The construct from the previous example has an XP cost of 3,600.
You can make an advanced version of a construct (one that has more Hit Dice than shown in the creature description). Each
extra Hit Die adds 5,000 gp to the construct's market price. If you add enough Hit Dice to increase the construct's size, add
an extra 50,000 gp to the construct's market price.
Time
For every 1,000 gp in a construct's market price (or fraction of 1,000 gp), the creator must spend one day working on the
construct. The construct from the previous example would require 100 days of work.
Environment
Creating a construct requires peace, quiet, and comfort, just as preparing spells does (even when the creator doesn't need to
prepare spells). Any location a character uses for construct creation also must have enough space to hold any special
equipment and materials the construct requires.
Equipment
Some constructs also require a specially equipped laboratory similar to an alchemist's lab. The cost for setting up such a
laboratory (if it is required at all) is given in the construct's description. The cost for a lab is not included in the construct's
market price or base price. Once you set up a lab, you can use it over and over again.
Repairing a Construct
If you have the Craft Construct feat, you can repair damage that a construct has taken. With one day of work and an
expenditure of 50 gp per hit point repaired, you can repair up to 20 points of damage to a single construct.
You don't need to make a check to repair a golem, but your DM might want to require one. Use the same Craft skill and DC
required to make the construct's body. For example, repairing an iron golem requires a DC 20 Armorsmithing or
Weaponsmithing check.
It's also reasonable to assume that construct repair also requires a set of artisan's tools.
Construct Encounters
A construct that has an Intelligence score acts pretty much like any other creature during an encounter. It reacts and creates
strategies to the best of its ability. A mindless construct, however, often proves more difficult to run. Many constructs can
offer foes a few surprises as well.
Mindlessness
It's helpful to think of a mindless construct as a fairly simple robot that has just enough built-in programming to allow it to
get along in its environment. It can recognize and avoid barriers, obstacles, and hazards. For example, it won't walk into
walls or tumble into uncovered pits. It also can operate very simple devices such as levers, pulleys, and doorknobs.
Mindless constructs aren't aggressive (but see below). If attacked, however, they return the favor. The construct strikes at
whoever damages it.
A mindless construct has no ability to learn and effectively has no memory, but it can retain and act on simple instructions. A
mindless construct's orders must be simple and clear, but they can be general. As a rule of thumb, I recommend keeping
instructions to things that can be expressed in 25 words or less, using simple words. Keep in mind that a mindless construct
has no capacity to reason and cannot fill in gaps or omissions in its instructions. Also remember that a construct can see and
hear, but doesn't have a sense of smell and not much sense of touch (see above). In general, a mindless construct responds
only to visual or audible triggers.
Spotting a Construct
Most constructs resemble inanimate objects when they aren't moving themselves. A simple animated object is
indistinguishable from a regular object until it moves (though a detect magic spell will reveal the magic aura from the spell
that animates the object). When an animated object moves or acts, it's fairly obvious the object isn't quite normal. A
character can make a DC 26 Spellcraft check to note the spell in play.
Permanent constructs, such as golems, usually offer a few clues that can alert an observant adventurer to its true nature,
even when at rest. Such clues can include articulated joints, gemlike eyes, and weaponry and bits of equipment that aren't
part of the creature's main structure. A DC 20 Spellcraft or Knowledge (arcana) check ought to be sufficient to reveal these
clues.
Living Construct Traits
A living construct is built from a combination of organic and inorganic materials, much like any other construct, except that
some of the organic material is either living or imbued with life during the creation process. For example, the warforged living
constructs from the Eberron Campaign Setting have bundles of rootlike fibers that serve as muscles.
In any case, this fusion of living and nonliving elements makes for a unique creature with characteristics all its own.
Vulnerable Minds
Most living constructs have Intelligence scores. Those that do have organic minds (or the artificial equivalent) are susceptible
to mind-affecting magic.
Living, But Tough
A living construct has a Constitution score and at least rudimentary biological processes.
Living constructs don't eat, sleep, or breathe, and most living constructs cannot do any of these things. One could, however,
build a living construct that can mimic these activities. The living tissues in a living construct are either self sustaining or
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capable of drawing nourishment from the environment in some non-intrusive way. In any case, a living construct's need for
sustenance is so small it can live indefinitely without breathing or eating.
A living construct may or may not have a nervous system and a circulatory system. If it does, these systems are very hardy
and difficult to disrupt. A living construct isn't subject to poison, sleep effects, paralysis, stunning, disease, fatigue,
exhaustion, energy drain, nausea, or sickening. A living construct can use the run action, but doing so will tire it out, as noted
on page 144 in the Player's Handbook. A living construct suffers all the normal effects of a forced march (see page 164 in the
Player's Handbook).
Run
 You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to
four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity
bonus to AC since you can't avoid attacks, unless you have the Run feat (page 99), which allows you to keep your
Dexterity bonus to AC when running.
 You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10
Constitution check to continue running. You must check again each round in which you continue to run, and the DC of
this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character
who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can
move no faster than a normal move action.
Forced March
 In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking
camp, resting, and eating.
 A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8
hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of
nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating
the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by
pushing himself too hard.
A living construct has some life process that are subject to failure and the creature is vulnerable to critical hits, nonlethal
damage, ability damage, ability drain, death effects, and necromancy effects. The low level of biological activity in a living
construct's body leaves it susceptible to effects that require Fortitude saves unless the effect is one that is listed in the
previous paragraph.
Since it is alive, a construct can be raised or resurrected if slain.
Thanks to the inorganic elements in a living construct's body and the rudimentary nature of its biological components, a living
construct cannot heal damage on its own unless it also has the fast healing special quality. It is possible, however, to repair
damage to a living construct through the Craft Construct feat (see above). The various cure wounds spells from the Player's
Handbook work on living constructs, but only at half effect; roll the spell's effect as usual, but divide the amount of healing in
half, rounded down. The repair damage spells from Complete Arcane have full effect on a living construct. Though the
Eberron Campaign Setting describes how a warforged can be repaired by a character with ranks in certain Craft skills, this
does not extend to all living constructs."
A living construct's body is subject to premature death if it suffers a massive shock or injury sufficient to disrupt its biological
functions. A living construct is subject to the death from massive damage rule (see page 145 in the Player's Handbook). A
living construct also has the ability to cling to life when heavily damaged. Most rules for death and dying (see pages 145-146
in the Player's Handbook) apply to living constructs, except as noted here.
A living construct reduced to 0 hit points is disabled and limited to only a single standard or move action each turn. A
strenuous activity, however, doesn't deal any damage to the disabled living construct. For example, a warforged wizard with
0 hit points could cast a spell as a standard action. The character could not use a move action during the same turn. Unlike a
human wizard, casting the spell while disabled would not damage the warforged wizard.
A living construct with fewer than 0 hit points, but more than -10 hit points is inert. The creature is helpless and unconscious.
The living construct, however, is automatically stable. It doesn't lose any more hit points unless something deals the creature
more damage.
Constitution, Not Mass
A living construct gains (or loses) hit points based on its Hit Dice and Constitution modifier. A living construct does not gain
any bonus hit points due to size.
Standard Senses
Living constructs don't automatically have low-light vision and darkvision with a range of 60 feet (though they could have
these abilities; check the creature's description to be sure).
Unless stated otherwise in the creature's description, assume that a living construct can see, hear, taste, touch, and smell at
least as well as a human can.
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Familiars
Foreword
Managing a familiar can prove taxing for DMs and players alike. Exactly how vulnerable is a familiar during combat? What can
the master do to protect the familiar? What happens to the familiar when the master and familiar must enter a dangerous
environment together, such as traversing a fiery corridor or going underwater? Exactly what can the familiar communicate
with the master?
Familiar Basics
Basic rules
The sidebar on pages 52-54 of the Player's Handbook details a familiar's abilities and the advantages it brings to the master.
Here's an overview, along with a few comments and clarifications. All the following traits and features apply to a familiar for
as long as it remains a familiar -- that is, for as long as the familiar and the master are both alive and the master has not
chosen to dismiss the familiar.
Familiars and their masters
Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That's
why, for example, the master can cast a personal range spell on a familiar even though he can normally cast such a spell only
on himself. A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by
a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the
normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends
on its type. Only a normal, unmodified animal may become a familiar. Thus, a druid/sorcerer can't use her animal companion
as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities
apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars (such as sorcerer and wizard) stack for the purpose of determining any
familiar abilities that depend on the master's level.
Familiar
Special
Notes
Bat
Master gains a +3 bonus on Listen checks
Cat
Master gains a +3 bonus on Move Silently checks
Hawk
Master gains a +3 bonus on Spot checks in bright light
Lizard
Master gains a +3 bonus on Climb checks
Owl
Master gains a +3 bonus on Spot checks in shadows
Rat
Master gains a +2 bonus on Fortitude saves
Raven
Master gains a +3 bonus on Appraise checks
A raven familiar can speak one language of its master's
choice as a supernatural ability.
Snake
Master gains a +3 bonus on Bluff checks
Tiny viper
Toad
Master gains +3 hit points
Weasel
Master gains a +2 bonus on Reflex saves
Statistics
Use the basic statistics for a creature of the familiar's kind, as given in the Monster Manual, but make the following changes
Hit Dice
For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total,
whichever is higher.
Hit Points
The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its
actual Hit Dice. For example, at 2nd level, Hennet has 9 hit points, so his familiar has 4.
Attacks
Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier,
whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature
of the familiar's kind.
Saving Throws
For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as
calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share
any of the other bonuses that the master might have on saves (from magic items or feats, for example).
Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type
or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a
familiar's total skill modifiers, some skills (such as Craft) may remain beyond the familiar's ability to use.
Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes
that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Master Class Level
Natural Armor Adj Int.
Special
1st-2nd
+1
6
Alertness, improved evasion, share spells, empathic link
3rd-4th
+2
7
Deliver touch spells
5th-6th
+3
8
Speak with master
7th-8th
+4
9
Speak with animals of its kind
9th-10th
+5
10
11th-12th
+6
11 Spell resistance
13th-14th
+7
12 Scry on familiar
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15th-16th
+8
13
17th-18th
+9
14
19th-20th
+10
15
Natural Armor Adjustment
The number noted here is an improvement to the familiar's existing natural armor bonus. It represents the preternatural
toughness of a spellcaster's familiar.
Intelligence
The familiar's Intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people.
Alertness (Ex)
The presence of the familiar sharpens its master's senses. While a familiar is within arm's reach, the master gains the
Alertness feat (see Player’s Handbook page 89).
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it
makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than
instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if
it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his
familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally
do not affect creatures of the familiar's type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the
familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional
content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low-level
master's familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world
differently from humans, so misunderstandings are always possible.
Because of this empathic link, the master has the same connection to an item or place that his familiar does. For instance, if
his familiar has seen a room, the master can teleport into that room as if he has seen it too.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at
the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch
spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell
dissipates.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common
language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself
(including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards
and snakes with reptiles, toads with amphibians, weasels with similar creatures of the family Mustelidae (weasels, minks,
polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing
creatures.
Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar
with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page
177) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp)
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Obtaining and losing familiars
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a
magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and
servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means
he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's
experience point total can never go below 0 as the result of a familiar's demise or dismissal. For example, suppose that
Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving
throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master's Guide for rules for
losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead
just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
Clarifications
Hit Dice and resolving spells and other effects
For purposes of resolving spells and other effects, a familiar has Hit Dice equal to its own or equal to the master's character
level, whichever is higher.
This effective Hit Dice total applies only when the familiar is subjected to some effect whose resolution depends on Hit Dice,
such as sleep, holy word, circle of death, and the frightful presence special attack. The familiar does not gain any skills,
improved ability scores, base saving throw bonus, base attack bonus, feats, or hit points from its effective Hit Dice (though
being a familiar improves most of these things -- read on), nor does the familiar increase in size.
For example, a cat normally has 1/2 a Hit Die, and a sleep spell could normally affect eight cats (because sleep affects up to
4 Hit Dice worth of creatures). If a cat familiar has a 5th-level master, however, it effectively has 5 Hit Dice for purposes of
how spells affect it and it is not subject to a sleep spell.
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Temporary Hit Dice increases that the master gains (such as from a bard'sinspire greatness power) don't increase a familiar's
effective Hit Dice.
Hit points
A familiar's hit points are equal to one-half the master's hit points, rounded down.
The rules don't say so, but you can reasonably assume that a familiar uses its own hit points if they're higher than half the
master's hit points.
Use the master's permanent hit point total when calculating the familiar's hit points. Include hit points from all the master's
Hit Dice, including race and class Hit Dice. Include bonus hit points from the Toughness feat and from the master's
permanent Constitution score. Do not add or subtract hit points from temporary changes to the master's Constitution score or
temporary hit point boosts from spells such as aid or from effects that increase Hit Dice, such as the bard's inspire greatness
power.
Base attack bonus
A familiar's base attack bonus is the same as the master's.
As with hit points, use the master's base attack bonus from all classes and racial Hit Dice.
When attacking, a familiar uses the master's base attack bonus, its own relevant ability modifier (Strength or Dexterity as
appropriate for the attack), plus the familiar's size modifier.
Skill ranks
A familiar uses its own skill ranks or the master's, whichever are higher.
A familiar is considered trained in any skill for which it has at least one rank. It also is trained in any skill for which the
master has at least one rank. When both the master and the familiar have ranks in a skill, use only the highest number of
ranks.
When making a skill check, a familiar uses its effective skill ranks, its own relevant ability modifier (as appropriate for the
skill), plus the familiar's size modifier (if applicable), any applicable feats the familiar has, its racial modifier, and any synergy
bonuses the familiar has from its effective skill ranks.
For example, a cat making a Hide check has a +4 racial modifier (+8 in areas of tall grass or heavy undergrowth), a +8 size
modifier, and a +2 Dexterity modifier. A standard cat has no Hide ranks, giving it a +14 Hide bonus. If the cat is a familiar
whose master has 2 ranks in the Hide skill, the cat gets the benefit of those ranks and its Hide bonus becomes +16 (+20 in
tall grass or heavy undergrowth).
Special Traits and Features
Familiars have several abilities and traits that function only when the familiar is in fairly close proximity to the master, and a
few more that function more or less all the time.
Many of a familiar's special abilities depend on the master's level. In this case, "level" is the master's class level in a class
that can have a familiar. If the master has two classes that can have familiars, add the class levels together. For example, a
human 10th-level wizard, 5th-level fighter has 10 levels for purposes of determining familiar's special abilities (because
fighter is not a class that can have a familiar). The example familiar still has 15 effective Hit Dice for resolving effects that
depend on Hit Dice, and the familiar's hit points, base attack bonus, base saving throw bonuses, and skill ranks still are
derived from the master's total Hit Dice (15).
A 5th-level wizard/5th-level sorcerer also is level 10 (because both classes can have familiars). Such a familiar, however, has
only 10 effective Hit Dice for resolving effects that depend on Hit Dice, and the familiar's hit points, base attack bonus, base
saving throw bonuses, and skill ranks are derived from their 10 Hit Dice master.
Some prestige classes grant spellcasters extra spells or extra levels of spellcasting. Such classes do not increase a familiar's
abilities unless they also include an ability to have a familiar.
Any negative levels the master accrues have no effect on the familiar. If the master actually loses a level, however, the
familiar's abilities are reduced accordingly. A master does not lose an improved familiar (from the Improved Familiar feat) if
the character's level drops below the minimum requirement to obtain the improved familiar, but the improved familiar still
suffers the effects of the level loss on its familiar abilities.
Here's an overview of familiar abilities that are affected by proximity to the master or the master's level, or both.
Natural armor bonus
The familiar's natural armor bonus improves.
The table on page 53 of the Player's Handbook shows the increase. Add the value shown on the table to the familiar's normal
natural armor bonus. For example, a standard cat's natural armor bonus is +0. A cat familiar with a 1st- or 2nd-level master
has a natural armor bonus of +1.
This trait doesn't simply provide an extra natural armor bonus, it actually improves the familiar's racial natural armor bonus.
Additional natural armor bonuses from items or spells, such as amulets of natural armor or barkskin spells stack with the
natural armor bonus from this trait, as noted in their descriptions.
The natural armor bonus from this trait increases with the master's level, as shown on the table. The familiar gets the benefit
of this trait for as long as it remains a familiar; distance between the master and familiar is not a factor.
Intelligence
A familiar's Intelligence score improves.
A familiar has an Intelligence score of at least 6, or higher if the master's level is 3rd or higher, as shown on page 53 of the
Player's Handbook. The threshold for humanlike intelligence is 3 (see page 9 in the Player's Handbook), so a familiar is as
smart as a person, but not necessarily as smart as a brilliant person or even an average person. A familiar's minimum
Intelligence score of 6 makes it smart enough to understand at least one language, usually Common (though it doesn't gain
the power of speech until the master reaches 5th level). This allows the familiar to respond to fairly elaborate commands and
undertake fairly complex tasks. As rule of thumb, a 1st-level master's familiar is capable of doing anything a preadolescent
human child can do. As the master's level increases, so does the familiar's ability to follow orders and perform tasks.
A familiar does not learn new languages as its Intelligence increases along with its master's level.
A familiar uses its own Intelligence score if it is higher than what its master's level allows. A familiar can benefit from spells
and effects that boost Intelligence, such as the fox's cunning spell. As with any temporary Intelligence increase, the
Intelligence enhancement does not give the familiar any extra skill points or languages, but the familiar uses its new, higher,
Intelligence modifier for Intelligence checks and Intelligence-based skill checks.
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More Special Abilities
As noted above, most of these abilities are affected by proximity to the master or the master's level, or both.
Alertness
A familiar gives the master the benefits of the Alertness feat when it is within arm's reach of the master.
When a familiar's master is at least 1st level, the master gains a +2 bonus on Spot and Listen checks when the familiar is
nearby. These bonuses don't stack with the Alertness feat (if the master has it).
The rules don't define "arm's reach" as it applies to familiars. It's worth noting, however, that the Player's Handbook is
written with Small or Medium characters in mind. It is also written so as to downplay the 5-foot grid that governs movement
and combat. So, the master gains the benefits of the Alertness feat while the familiar is within 5 feet and while there is an
unbroken line of effect between the master and the familiar (but see below). For example, if there's a closed door between
the master and familiar, the master doesn't get the Alertness benefit.
Improved evasion
A familiar gains the improved evasion special quality.
If a familiar with a master of at least 1st level is subjected to an attack that normally allows a Reflex saving throw for half
damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
The familiar gets the benefit of this ability even when flat-footed or denied a Dexterity bonus (though in the latter case it
probably is less likely to make a successful save).
Share spells
A familiar and master can share spells.
The master decides when spells are shared. To be shared, the master must cast the spell and the spell must have the master
as its target. The spell must have a target entry; effect and area spells cannot be shared. See “Reading Spell Descriptions”
for a discussion of targets, effects, and areas. Spells with touch range cannot be shared unless the master targets himself
with the touch.
The master and familiar can share spells even if the spells normally do not affect creatures of the familiar's type (usually
magical beast). The shared spell does not have to be an arcane spell; any spell the master casts himself can be shared with
the familiar. The master cannot share spell-like abilities or supernatural abilities, nor can the master and familiar share
effects from magic items.
To share a spell, the familiar must be within 5 feet of the master and there must be an unbroken line of effect between the
master and the familiar. If the shared spell has a duration other than instantaneous, the familiar must remain with 5 feet of
the master and maintain an unbroken line of effect to the master or lose the spell's benefits. Once the familiar loses the
benefits from a particular casting of a spell, it cannot regain them again.
When the familiar and the master share a spell, they function as one being where the spell's effects are concerned. For
example, if the master chooses to share a teleport spell with his familiar, the familiar doesn't count toward the spell's
creature limit. Likewise, if the master shares a water breathing spell with his familiar, the familiar shares the master's portion
of the spell's duration and does not count as another creature touched. A shared mirror image spell creates duplicates of both
the master and the familiar, and a successful hit on either the master's or the familiar's image eliminates one duplicate
master and one duplicate familiar. A shared protection from energy spell shields both the master and the familiar, but all
energy damage that either the familiar or the master suffers is deducted from the total amount of energy the spell can
absorb.
In spite of the foregoing, some aspects of the master and familiar always remain distinct. The master and familiar have two
separate pools of hit points. If the master casts a cure wounds spell, the hit points bestowed must go either to the master or
to the familiar. If points are left over after the chosen recipient reaches full hit points, the excess can go to the other pool. In
a similar fashion, the master and familiar both have their own ability scores, and magic that enhances or improves an ability
score must all go to either the master or the familiar.
Some spells have benefits that can be fully shared and other benefits that must be allocated to the familiar or to the master.
For example, an aid spell grants temporary hit points and bestows a +1 morale bonus on attack rolls and saves against fear
effects. If the master and the familiar share an aid spell, only one of them gets the temporary hit points, but both receive the
morale bonus.
Some spells require special handling when shared. See “All About Polymorph” for an example.
The master also has the option of casting any spell with a target of "you" on the familiar as a spell with touch range. If the
master does so, he does not share the effect with the familiar, but the familiar retains the spell's benefits for as long as the
spell lasts no matter where the familiar goes afterward.
Empathic link
The familiar and master have an empathic link with a range of one mile.
The rules don't say so, but master and familiar don't need line of sight or line of effect to each other for the empathic link to
work. The link, however, does not cross planar boundaries. If the master and familiar are on different planes, the link is
temporarily broken, just as though they were out of range. This is a supernatural ability, so if either the master or the
familiar is within an antimagic field, telepathic communication between the two is not possible.
Empathy is nonverbal, but limited. The master and familiar don't share senses and can exchange only emotions. This requires
as much effort as speaking (usually a free action), but empathic communication doesn't require a common language (or any
language at all).
So, what, exactly, can a master and familiar communicate over the empathic link? As noted earlier, the link only transmits
basic emotions, such as fear, hunger, happiness, or curiosity. So, the link is useful only for determining the master or
familiar's emotional state. The familiar or master can report a state of fear over the link, but not what's causing that fear. You
can reasonably assume that the link can transmit intensity of emotion. I suggest a four-step system: faint emotion (the
merest stirring of an emotion, such as a feeling of fear when approaching a creepy building); moderate emotion (notable
emotion, such as seeing a dangerous creature fairly close by); strong emotion (emotion that floods the mind, such as fear felt
when a dangerous creature attacks); overwhelming emotion (emotion that drives out all other thoughts and feelings, such as
when a dangerous creature has you in its claws).
Certain other key bits of information can travel over the empathic link (though the rules don't specifically say they do). If
your familiar makes a successful saving throw against a hostile spell and feels a tingle, you'll feel the tingle, too. Likewise,
you'll know if the familiar is unconscious, dazed, stunned, nauseated, sickened, or suffering from any other impairment that
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keeps it from acting. If the familiar falls prey to a charm or compulsion effect, you'll sense the familiar's muddled state of
mind.
Some familiars (such as ravens and some improved familiars) have the ability to speak a language. Such familiars can use
their empathic link power, but it still carries only basic emotions. The familiar can converse in the language the familiar knows
(provided that the master also knows that language), but the two must be within normal speaking range to do so.
The empathic link makes a familiar an extension of the master's being, which means that when a familiar has been
somewhere or experienced something, the master has the same connection to it as the familiar has. Once a familiar has been
in a room, for example, the master can use a teleport spell to travel to that room as though he had been there himself.
Likewise, if the familiar has seen an object, the master can use a locate object spell to find that object as though he had seen
it himself (even though the master cannot view the object through the familiar's eyes while the familiar looks at it).
Deliver touch spells
A familiar can deliver touch spells for its master if the master is 3rd level or higher.
When casting a spell with touch range, the master can designate his familiar as the "toucher." The master and the familiar
must be touching at the time of casting, and this requires the familiar and master to share the same space or be in adjacent
spaces.
Once designated, the familiar can deliver the touch spell just as the master could. As normal, if the master casts another
spell, the touch spell dissipates. If the familiar touches anything, the spell also dissipates.
Delivering a touch spell is a supernatural ability. The familiar uses an action to touch the spell recipient, usually the attack
action, but no action is required to trigger the ability to deliver the spell.
Some touch spells have noticeable effects after they have been cast, and those effects are transferred to the familiar. For
example, the chill touch spell makes the caster's hand glow blue. If the caster uses his familiar to deliver chill touch, the
familiar glows blue.
The spell to be delivered does not have to be an arcane spell; the familiar can deliver any touch spell the master casts.
The familiar can make a melee touch attack to deliver the spell, or the familiar can use a natural weapon to make a melee
attack that delivers the spell. In the latter case, the attack must defeat the defender's normal Armor Class, but a hit deals the
attack's normal damage plus the spell effect. If the familiar misses with the natural weapon, it is still holding the spell. If the
familiar is allowed more than one attack, the first attack in the series that hits delivers the spell.
It's worth noting that all the foregoing applies to spells with range touch (see “Reading Spell Descriptions”). Sometimes, a
spell allows the caster to make a ranged touch attack to deliver the spell. Such a spell does not have touch range.
Speak with master
A familiar can speak with its master if the master is at least 5th level.
The familiar and master can communicate verbally as if they were using a common language. Other creatures do not
understand the communication. In effect, the master and familiar have their own private language.
Eavesdroppers can use spells such as tongues to understand a conversation between a master and familiar.
Speaking with the master is an extraordinary ability; using it usually is a free action, just as speaking is.
Familiars that can speak a language (or several languages) can converse with their masters normally if they choose. If they
do so, anyone who overhears the conversation understands it, provided that the listener speaks the language used, just as
with any other normal conversation.
Speak with animals of its kind
When the master is 7th level or higher, a familiar can speak with animals of its kind.
An animal that becomes a familiar becomes a magical beast (see below), so this ability causes some confusion. An animal
familiar can communicate with animals of approximately the same sort as itself (including dire variants) before it became a
familiar (as shown on the table below).
Familiar
Speaks With
Bat
Normal and dire bats
Cat
Normal and dire felines (housecats to dire tigers)
Hawk
Normal and dire avians (sparrows to eagles)
Lizard
Normal and dire reptiles (lizards to giant constrictor snakes)
Owl
Normal and dire avians (sparrows to eagles)
Rat
Normal and dire rodents (mice to dire rats)
Raven
Normal and dire avians (sparrows to eagles)
Snake
Normal and dire reptiles (lizards to giant constrictor snakes)
Toad
Normal and dire amphibians (frogs and toads)
Weasel
Normal and dire weasels, badgers, wolverines, and ferrets
Speaking with an animal is an extraordinary ability; using it usually is a free action, just as speaking is. Speaking with an
animal is otherwise similar to using a speak with animals spells (though not magical).
Improved familiars do not have the ability to speak with other creatures of their kind, but many improved familiars already
speak one or more languages.
Spell resistance
A familiar with a master of 11th level or higher has spell resistance.
The spell resistance rating is the master's level +5. See above for a discussion of what constitutes the master's level. If the
familiar already has spell resistance (as some improved familiars do), the two don't stack. The familiar uses the higher
number.
The rules don't mention how a familiar's spell resistance interacts with the master's spells. I recommend that you do not
apply the familiar's spell resistance to spells the caster shares with the familiar. It does, however, apply to spells anyone
casts on the familiar, including the master. The familiar can, of course, lower its spell resistance to receive a spell from
anyone; see page 298 in the Dungeon Master's Guide.
 From page 298 of the Dungeon Master's Guide: a creature can voluntarily lower its spell resistance. Doing so is a
standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down
until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically
returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of
opportunity).
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Scrying
A master of 13th level or higher can scry on her familiar once a day.
This is a spell-like ability that the master gains through the familiar. The power works just like the scry spell cast at the
master's caster level.
Abilities by Familiar Kind
The animal familiars shown in the Player's Handbook grant their masters additional abilities based on their kind, as shown on
the table on page 52. As noted in the text accompanying the table, these abilities function whenever the master and familiar
are within one mile of each other. Line of sight and line of effects between master and familiar aren't necessary, but the
master and familiar must be on the same plane. The rules don't say so, but I recommend that you treat these abilities as a
function of the empathic link between master and familiar (see above). When the empathic link does not function, neither
does the benefit the master gets from the familiar.
 From page 52 of the Player's Handbook:
Familiar
Special
Bat
Master gains a +3 bonus on Listen checks
Cat
Master gains a +3 bonus on Move Silently checks
Hawk
Master gains a +3 bonus on Spot checks in bright light
Lizard
Master gains a +3 bonus on Climb checks
Owl
Master gains a +3 bonus on Spot checks in shadows
Rat
Master gains a +2 bonus on Fortitude saves
Raven (1)
Master gains a +3 bonus on Appraise checks
Snake (2)
Master gains a +3 bonus on Bluff checks
Toad
Master gains +3 hit points
Weasel
Master gains a +2 bonus on Reflex saves
(1) A raven familiar can speak one language of its master's choice as a supernatural ability.
(2) Tiny viper.
Familiars as Creatures
As noted in the Player's Handbook, an animal that becomes a familiar effectively becomes a magical beast. For purposes of
resolving effects that depend on a creature's type, a familiar is not an animal but a magical beast. Spells such as speak with
animals or animal growth do not work on familiars. Likewise, a ranger with animals as a favored enemy would not gain
favored enemy bonuses when dealing with the familiar (but a ranger with magical beasts as a favored enemy would).
The change from animal to magical beast has no other effects on the familiar. The familiar's Hit Dice, hit points, ability
scores, attack bonus, skills, feats, and saving throw bonuses do not change as a result of the change in type. Once a creature
becomes a familiar, however, most of its statistics change to reflect the master, as noted above.
Improved familiars that are not animals retain their type when they become familiars, as noted on page 200 of the Dungeon
Master's Guide.
Any familiar becomes an extension of the master and its powers improve as the master improves, as noted earlier. A familiar
cannot earn experience points or have a class.
In spite of its links to the master, a familiar can think and act on its own. It can perform any number of tasks that don't
exceed its physical limits. All familiars are as smart as people (the minimum Intelligence score for a familiar is 6), but usually
not as smart as a particularly bright person. This makes familiars much better at most tasks than trained animals. All
familiars have some sense of past, present, and future, can count (at least up to 100), and can recognize everyday creatures,
objects, and activities. Animal familiars, especially if they have Intelligence scores of 9 or less, are apt to be distracted by
things that are important to animals, such as food, other animals, and big, dangerous creatures lurking nearby (and
remember that when you're Tiny, just about everyone else seems really big). The master probably will have to remind the
familiar about the business at hand.
Unless the familiar actually speaks a language, it cannot relay the contents of any conversations it overhears, even when it
can speak with the master. It can, however, describe who is talking, single out the creature who does the most talking, and
assess the mood of the speakers. No matter what its Intelligence score, a familiar cannot read or write, so it cannot copy
documents or relay their contents. A familiar probably can swipe a document, however.
Acquiring a Familiar
The rules speak of summoning a familiar, but do not go into much detail about the process other than noting that the process
takes 24 hours and uses up materials that cost 100 gp. Here are a few thoughts to flesh out the process.
A familiar is not a conjured creature and is not subject to effects, such as protection from evil or dismissal, that banish or
hedge out conjured creatures. It is better to think of the process as one of binding a familiar rather than summoning it. To
begin, the master must first locate the kind of creature desired. Unless the master has the Improved Familiar feat, the
prospective familiar must be a normal, unmodified animal. The prospective familiar cannot be an advanced animal, nor can it
be another character's animal companion (through the animal companion class feature) or another character's familiar. If the
master has the Improved Familiar feat, the character can acquire a more powerful creature as a familiar, but still must locate
the creature first, and the creature cannot be an advanced specimen, nor can it be another character's companion or familiar.
The master can use any convenient means to locate the intended familiar. In cities, one could visit a shop and perhaps
purchase a suitable animal. Improved familiars usually take more effort to locate. The familiar should be one or two size
categories smaller than the master. Pages 203-204 of the Dungeon Master's Guide show alternative familiars for masters of
various sizes.
After locating the familiar, the master must arrange to keep the familiar nearby for the daylong ritual that binds the two
together. Lucky masters choose familiars that are friendly enough to stick around on their own, but sometimes the creature
must be tethered or caged to keep it from wandering off.
The ritual fails if the intended familiar is hostile or unfriendly to the master (see Diplomacy skill description). If the intended
familiar has an Intelligence score of 3 or higher (before any increase for becoming a familiar), the creature must be friendly
toward the character. If the creature's attitude is unsuitable, the master can try any nonmagical means to alter the creature's
attitude, such as Diplomacy checks or bribes (or both). The ritual will not succeed if the intended familiar is under any charm
or compulsion effect.
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A character can have only one familiar at a time and a familiar can have only one master at time. A creature that already is
(or has ever been) another character's familiar cannot become a new master's familiar.
The ritual itself can take any form the DM desires; however, a few gestures, chants, and perhaps some drawings sketched on
the floor around the pair -- all repeated at intervals throughout the day -- is all that's necessary.
Familiars in Combat
Most masters usually avoid physical combat, which is a very good idea. When you have your familiar along, it's even more
important to stay out of harm's way. Even when you're a high-level character, your familiar is easy prey for any foe powerful
enough to challenge you.
Perhaps the best protection you can offer your familiar while adventuring is to leave the familiar at home or at least in camp.
Not only does this strategy keep the familiar safe from the perils you face, it also leaves a trustworthy sentinel in charge. The
familiar can keep watch over your goods and defend them if necessary. Even if the familiar cannot prevent a raid on your
abode, it can provide you with valuable information about the event (in the form of an eyewitness account given to the best
of the familiar's ability) or even shadow the trespassers back to their base.
If you remain within a mile of your familiar, you can get instant warning about any trouble thanks to the empathic link
between master and familiar. Due to the limited nature of the link (see above), you'll need to be prepared for false alarms. If
you range farther afield, you can use scrying to keep up to date. The familiar provides an easy subject for the scrying
attempt, and if you are 13th level or higher, you can scry on the familiar once a day without recourse to a spell or a scrying
device.
Protection from Physical Threats
Even with its increased Armor Class and hit points, a familiar is even more vulnerable to melee and ranged attacks than you
are. Since most familiars are size Tiny or smaller, the familiar can share your space. This doesn't provide the familiar with
cover or any special defense, but at least you'll be on hand to intervene if the familiar gets into trouble. You might want to
consider letting your familiar use you as a mount. If it does so, it can make a Ride check to claim cover (+4 to Armor Class)
for 1 round. This is "soft" cover, and the familiar does not get a bonus on Reflex saves while claiming cover from you. The
familiar cannot attack while claiming cover from you, but that's usually not a problem. Remember that if you have the Ride
skill, the familiar can use your ranks (and its Dexterity score) to make Ride checks.
You can try to conceal your familiar inside a cloak or big pocket. Remember, however, that even a Tiny creature can create a
considerable bulge. (Imagine what you'd look like when trying to carry a cat under your shirt.) When you're carrying your
familiar in this fashion, your foes can still attack it. Use the rules for sundering a carried item. The attack provokes an attack
of opportunity from you if you threaten the attacker. Use the familiar's Armor Class and your Dexterity modifier. Because the
familiar is concealed in your clothing, the attack against it has a 50% miss chance.
 SUNDER (from page 158 of the Player's Handbook):
 You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is
holding. If you're attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other
than weapons or shields is covered below.)
 Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target whose weapon or shield you are
trying to sunder. (If you have the Improved Sunder feat, you don't incur an attack of opportunity for making the
attempt.)
 Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a
twohanded weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4
penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per
difference in size category.
 Step 3: Consequences. If you beat the defender, you have landed a good blow. Roll damage and deal it to the weapon
or shield. See Table 8-8: Common Armor, Weapon, and Shield Hardness and Hit Points to determine how much
damage you must deal to destroy the weapon or shield.
 If you fail the sunder attempt, you don't deal any damage.
 Sundering a Carried or Worn Object: You don't use an opposed attack roll to damage a carried or worn object. Instead,
just make an attack roll against the object's AC. A carried or worn object's AC is equal to 10 + its size modifier + the
Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of
opportunity just as attacking a held object does. To attempt to snatch away an item worn by a defender (such as a
cloak or a pair of goggles) rather than damage it, see Disarm, page 155. You can't sunder armor worn by another
character.
A familiar concealed in your clothing is still subject to magical attacks, including area attacks that affect you. Normally things
you carry aren't affected by area attacks unless you roll a natural 1 on your saving throw (see page 177 in the Player's
Handbook); however, a familiar is a creature, not just a piece of equipment.
Familiar Carriers
You also can carry a box or other container where the familiar can hide and claim total cover against all forms of attack. The
table below gives statistics for such familiar carriers. All these carriers have latches inside and out that the familiar can
operate. It takes the familiar a move action to enter or leave the carrier.
Familiar Size[1]
Cost[2]
Weight
Hardness
Hit Points
Break DC
Fine
8 gp
8 lbs.
5
5
23
Diminutive
15 gp
18 lbs.
5
7
23
Tiny
30 gp
40 lbs.
5
9
23
Small
60 gp
90 lbs.
5
11
23
Medium
120 gp
200 lbs.
5
15
23
1 A carrier's size as an object is the same as the size of the familiar for which it is made.
2 For an extra cost a carrier can be made airtight and watertight; see below.
A familiar carrier has a handle and straps so it can be carried in the hand or strapped to the back. For an extra 20% of the
base cost (or an extra 10 gp, whichever is higher), a carrier can be airtight and watertight. A familiar sealed inside such a
carrier can breathe for 30 minutes before suffering the effects of suffocation.
The careful master also provides his familiar with defensive magic. The ability to share spells makes this easy to do. Spells
such as blink, blur, displacement, mage armor, and mirror image provide protection for both you and your familiar. You can
get double duty from most of these spells by casting them on yourself and sharing them with your familiar (see above). If
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you plan to have your familiar operate more than 5 feet away from you, however, it's best to simply cast these spells on your
familiar. Remember that you can cast a spell with a target entry of "you" on your familiar instead of on yourself (see above).
Protection from Magical Threats
Area spells probably are the biggest threats to a familiar's long-term survival. Fortunately, most area spells allow Reflex
saving throws for half damage, and a familiar's improved evasion ability often allows the familiar to escape damage from an
area spell altogether with a successful save and take only half damage even if it fails its save.
Unfortunately, a failed save can still be deadly to a familiar because it does not have very many hit points. Anything that
improves the familiar's Reflex saves improves its chance to survive. Some cover (see the previous section on physical
threats) grants the familiar a +2 bonus on Reflex saves, so keep your familiar close by unless you have good reason to have
it elsewhere.
Spells that provide protection from attacks provide good protection against your familiar's occasional failed Reflex save.
Protection from energy can be very effective in this regard, but you have to correctly guess what types of attacks you will
encounter. Fortunately, this spell can be shared. If you expect a prolonged battle, you would do well to cast minor globe of
invulnerability or globe of invulnerability. These spells create immobile spheres that exclude hostile spell effects while
allowing you to cast your own spells without hindrance. Of course, if you or the familiar has to move, the protection is lost,
but the spells are very effective so long as you can afford to stand your ground.
Effects that fill an area or affect multiple targets, but do not allow Reflex saves, are particularly dangerous to familiars, and
there are more of these than you might think: acid fog, cloudkill, horrid wilting, sound burst, shout, magic missile, the
various power word spells, and wail of the banshee, just to name a few. Many of these spells are high level, so you probably
don't need to worry about them too much -- at least not right away. On the other hand, if you do have to face them,
otherwise reliable defenses won't be effective. For example, minor globe of invulnerability cannot stop spells higher than 3rd
level, and spells such as protection from energy won't stop horrid wilting. One defensive spell that offers some protection is
spell resistance, which is worth casting even if your familiar already has spell resistance (because the spell probably provides
better spell resistance than your familiar has). Best of all, you and your familiar can share the spell resistance spell. If you
know what spells you'll face, getting the party cleric to cast spell immunity or greater spell immunity on your familiar can be
very effective, as can casting protection from spells.
You will occasionally encounter foes who employ spells such as magic missile, charm monster, or finger of death to attack
your familiar directly. It can be difficult to defend against these assaults, but the tips in the previous paragraph are effective
here, too.
Having your familiar charmed can be most inconvenient, but it need not be a disaster. Any time your familiar makes a
successful save against a charm or compulsion spell (or against any other spell without a visible effect), you'll know it if the
familiar is within one mile -- the hostile force or tingle that it felt when making the successful save can be communicated over
the empathic link. If your familiar fails a save against a charm or compulsion effect, you'll immediately know something is
wrong if you're within one mile (the change in the familiar's thinking is detectable through the empathic link). There's little
you can do if your familiar falls under a compulsion effect. If the familiar is within reach, you can try to grab it and hold on
before it can hurt itself or do something you don't like. Or you can try to dispel the effect. Charm effects are easier to deal
with. If someone charms your familiar and you give the familiar a contradictory order, the familiar gets a new saving throw
(provided the spell affecting the familiar allows a new save when the subject is ordered to do something that's against its
nature). Sometimes, a master will wish to be rid of a familiar, usually because the familiar has suffered some debilitating
injury or because the master simply wishes to acquire a new familiar. To dismiss a familiar, the master simply wills it so,
though breaking the link that binds the two is a full-round action.
Dismissing a Familiar
Immediately upon completing the dismissal, the master must succeed on a DC 15 Fortitude saving throw to avoid losing
experience points as noted on page 54 of the Player's Handbook. Immediately on being dismissed, the familiar loses all
familiar abilities and becomes a normal creature of its kind. It suffers no other ill effects, except that its reduced Intelligence
score most likely makes it unable to remember most of what it experienced as a familiar.
Once a master dismisses a familiar, he cannot obtain a new one for a year and a day.
 From the Sorcerer Entry (Player's Handbook, page 54): if the familiar dies or is dismissed by the sorcerer, the sorcerer
must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success
reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the
result of a familiar's demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when
his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him
below 3,000 XP and back to 2nd level (see the Dungeon Master's Guide for rules for losing levels). A slain or dismissed
familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be,
and it does not lose a level or a Constitution point when this happy event occurs.
Death of a Familiar
When a familiar dies, the master must succeed on a DC 15 Fortitude saving throw to avoid losing experience points as noted
in page 54 of the Player's Handbook. The master cannot obtain a new familiar for a year and a day. Most familiars can be
raised from the dead. (If the familiar is of the elemental or outsider type, it takes a wish or miracle spell to bring it back from
the dead.)
Bringing back the familiar from the dead reestablishes the link between master and familiar; however, the reincarnate spell is
an exception. The spell brings back the familiar as an independent being and the resulting creature is no longer a familiar.
No matter how the familiar returns from the dead, the process does not erase the experience loss the master suffers. The
familiar does not suffer any level or Constitution loss. If the master's experience loss has reduced the master's level,
however, the familiar's abilities are reduced accordingly.
Death of a Master
If the master dies, and the familiar survives, it loses all abilities associated with being a familiar (as if it had been dismissed).
As a house rule, you might want to delay the familiar's loss of abilities for a short time, say one day per level of the master.
If the master is later brought back from the dead, the familiar has whatever abilities that go along with the master's new
level.
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Familiars and Magic Items
A great way to both protect your familiar and perhaps give it some offensive power is to equip it with magic items. Consider
purchasing items for your familiar or just give it items you no longer need (such as your +1 ring of protection when you
acquire a +2 ring of protection).
Once you do so, however, you and your DM face a potentially difficult decision. Exactly which items can familiars use? Since
most magic items fit users of any size, the simple answer is that it can use pretty much any item. No familiar can use an item
that requires spell completion or spell knowledge because they are not spellcasters. Likewise, most familiars cannot speak, so
they can't use command word items (the ability to speak with the master doesn't count). Familiars usually lack prehensile
appendages, so they cannot employ weapons, either. What does that leave? That leaves potions (though you may have to
open the potion vial and pour out the liquid), rings, and most items that can be worn or carried. Your DM may decide that
your familiar's body type simply will not allow some items to fit your familiar. For example, you might persuade your DM to
let your cat wear boots, citing the tale of "Puss in Boots" as an example, but don't count on your snake wearing boots.
Creatures like owls and bats may have a have hard time with cloaks (since the garment interferes with their wings). All
familiars have item locations similar to those found on a humanoid character, though the items worn there might have a
considerably different shape. For example, a quadruped uses its back feet for the "foot" location and its front feet for the
"hand" location. The hind legs correspond to a humanoid's legs and the front legs correspond to a humanoid's arms. For
avians, treat the feet and legs as hands and arms and the wings as legs and feet. (If your familiar is a winged humanoid or
winged quadruped, such as an imp or pseudodragon, its wings do not provide extra locations for magic items. The creature
can wear "leg" items on its wings or hind legs, but not both.) A snake simply wears items over its head or body. In most
cases, even if your familiar can't use an item you've found, it should be possible to make (or have made) an item your
familiar can use. For example, you might fashion wing bands of speed for your bat or hawk's wings, and they would work just
like boots of speed for your familiar.
For an in depth look at what items an animal can use or wear, check out “Wild Life”.
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Enchantments
Foreword
The ability to magically force others to do your bidding is one of the more exciting -- and terrifying -- aspects of magic. In the
D&D game, spells of the enchantment school provide the primary means of controlling others. Enchantment spells can prove
extremely powerful in play because of their potential to immediately remove a foe from a combat or even turn it against its
allies. This short series takes a quick look at enchantments and offers some tips for handling the more troublesome spells in
the school.
DM advice for charmed characters can be found in the Save My Game articles “Adjudicating Charms”. In addition, Tactics &
Tips looked at dealing with charmed characters turned against their own party, in “When Good Friends Go Bad”.
The Language of Enchantments
Charm Spell
 A charm spell changes how the subject views you, typically making it see you as a good friend.
One of two subschools of the enchantment school. A charm spell changes the subject's perception so that the subject thinks
of the spell's caster (or possibly some other creature the caster designates) as a valued friend or ally. A charm spell differs
from a compulsion spell in that it does not force the subject to do anything. Instead, the spell prompts a change in thinking in
the subject that in turn affects how the subject behaves.
Compulsion Spell
 A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion
spells determine the subject's actions or the effects on the subject, some compulsion spells allow you to determine the
subject's actions when you cast the spell, and others give you ongoing control over the subject.
One of the two subschools of the enchantment school. A compulsion spell forces the subject to act as the spell's caster
dictates. Some compulsion spells short circuit the subject's mind and prevent the subject from acting. Other compulsions
force a limited set of instructions in the subject's mind and the subject then follows those instructions to the best of its ability.
Still other compulsions allow the user to seize control over the subject's mind and consequently dictate the subject's actions.
Enchantment
 Enchantment spells affect the minds of others, influencing or controlling their behavior. Representative spells include
charm person and suggestion. All enchantments are mind-affecting spells. Two types of enchantment spells grant you
influence over a subject creature.
One of the eight schools of magic in the D&D game. As Rules of the Game pointed out in Reading Spell Descriptions,
"enchantment" has a fairly restricted meaning in the D&D game. Fantasy literature often uses the term "enchantment" as a
catchall for any magical effect. In the D&D game, however, enchantment spells affect the mind and cause the recipient to
think and act in ways that the subject would not do otherwise. Spells from this school always have the mind-affecting
descriptor. Consequently, enchantment spells affect only creatures (and not all creatures).
Language-Dependent
A spell descriptor (see Reading Spell Descriptions) indicating a spell that depends on some kind of intelligible speech between
the spell caster and the subject. That is, the caster must speak to the recipient in a language that the recipient understands.
One could use a magical means, such as the tongues spell, to provide the necessary means of communication.
You can use some means of nonverbal "speech" (such as a helm of telepathy) when verbal communications aren't possible or
desirable.
Many enchantment spells have the language-dependent descriptor, but not all of them do. Even when an enchantment spell
does not have the language-dependent descriptor, a subject cannot obey a spellcaster's orders unless the caster finds some
way to communicate with the subject (see the discussion of the charm person spell below for an example).
Mind-Affecting
A spell descriptor (see Rules of the Game: Reading Spell Descriptions) indicating a spell that alters the subject's thoughts,
emotions, and perceptions. In the latter case, the subject's senses aren't affected, but the subject's mental responses to her
senses are changed.
Mind-affecting effects include charms, compulsions, phantasms, patterns, fear effects, and morale effects.
Mind-affecting spells don't work on creatures that lack Intelligence scores (such creatures literally do not have minds), nor do
they affect constructs, oozes, plants, undead, and vermin.
If a mind-affecting special attack from a creature also has the sonic descriptor, you can become immune to the attack by
stopping your ears, but only if you do so before you're subjected to the attack (see page 314 in the Monster Manual). As
noted in the glossary entry (see the sonic attack entry for more information), stopping one's ears ahead of time allows
opponents to avoid having to make saving throws against mind-affecting sonic attacks, but not other kinds of sonic attacks
(such as those that deal damage).
Enchantment Basics
As noted earlier, all enchantment spells are mind-affecting spells. Enchantments don't work on mindless creatures, nor do
they work on certain other kinds of creatures, such as undead (see above). A few other basics follow:
Detecting Enchantments
When you suspect that an ally has been enchanted, you can confirm your suspicion using the detect magic spell or the Sense
Motive skill.
Anyone who has received an enchantment spell has an aura of enchantment magic that a detect magic spell can detect. The
aura's power depends on the spell level, as shown in the detect magic spell description. If the subject has received multiple
spells, stronger auras might mask weaker ones, making it more difficult or impossible to identify the enchantment aura, also
as noted in the spell description.
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An enchanted creature does not act entirely under its own volition, and its speech, movements, posture, and expressions can
betray the enchantment to a careful observer. If you study or interact with a subject for 1 minute, you can make a Sense
Motive check to determine if the subject is enchanted. The task isn't easy, and the usual Sense Motive DC for noting an
enchantment is 25. A domination effect (such as dominate person or dominate monster) brings the subject under such firm
control that the DC to note the enchantment is only 15. The rules don't say so, but DMs should feel free to allow a Sense
Motive bonus of +2 to +4 when the character using the skill knows the subject well.
Sense Motive (Wis)
 From the Sense Motive skill description on page 81 of the Player's Handbook:
Use this skill to tell when someone is bluffing you, to discern hidden messages in conversations, or to sense when someone is
being magically influenced. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.
Check
A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when "something
is up" (that is, something odd is going on) or to assess someone's trustworthiness. Your DM may decide to make your Sense
Motive check secretly, so that you don't necessarily know whether you were successful.
Task Sense Motive DC
Hunch 20
Sense enchantment 25 or 15
Discern secret message Varies
Sense Enchantment
You can tell that someone's behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect),
such as charm person, even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see the
dominate person spell), the DC is only 15 because of the limited range of the target's activities.
Action
Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying
to get a sense of the people around you.
Try Again
No, though you may make a Sense Motive check for each Bluff check made against you.
Special
A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.
If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.
Synergy
If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
Negating Enchantments
Characters who receive enchantment spells tend to attract additional spells as the subject's allies try to intervene and get the
character acting normally again.
The tried and true dispel magic spell can end most enchantments; a few, such as binding, aren't subject to dispelling, so
always check the spell description to learn if a spell cannot be dispelled. You can cast dispel magic several different ways.
When trying to remove an unwanted enchantment from an ally, a targeted dispel usually is the best bet. See the spell
description and Rules of the Game: More Magical Oddities for details.
Dispel magic
 From the dispel magic spell text on page 223 of the Player's Handbook:
Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level,
maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this
dispel check is 11 + the spell's caster level.
Binding
 From the binding spell text on page 205 of the Player's Handbook:
You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen's disjunction
affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a
similar effect.
You can use dispel chaos, dispel evil, dispel good, or dispel law to remove one enchantment spell from a creature you touch.
The spell you remove must have been cast by a character with the appropriate alignment. For example, a dispel chaos spell
removes enchantments that a chaotic character has cast. No roll is required to dispel the enchantment; you need only touch
the creature that has received the enchantment.
Removing an enchantment discharges and ends the dispel chaos, dispel evil, dispel good, or dispel law spell, as noted in the
spell description. The rules don't say what happens when the creature you touch has received more than one enchantment.
The DM can allow the dispel chaos, dispel evil, dispel good, or dispel law user to specify the spell to be removed (see Rules of
the Game: More Magical Oddities for some suggestions about how a character might do that). Or, you can assume the spell
removes the highest level enchantment (that is subject to dispelling) that the subject has received.
Dispel evil
 From the dispel evil spell text on page 222 of the Player's Handbook:
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.
Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell
resistance do not apply to this effect. This use discharges and ends the spell.
Many enchantment spells allow the subject a chance to throw off the spell when ordered to do something contrary to its
interests or nature. Exactly what sort of orders prompt a new saving throw vary with the spell and are noted in the spell
description. Not all enchantments allow new saving throws.
When a subject gains a new saving throw, the effects of a successful save usually negate the spell (at least for that
recipient). Check the saving throw entry in the spell description for the effects of any successful saving throw against the
spell.
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Aiming Enchantments
Most (but not all) enchantment spells have target entries. That means the caster must see or touch the recipient to aim the
spell. See Rules of the Game: Reading Spell Descriptions for details. If the spell affects multiple targets, the caster must be
able to see or touch all of them to affect them with the spell.
Aiming
 From the Aiming a Spell section on page 175 of the Player's Handbook:
Target or Targets
Some spells, such as charm person, have a target or targets. You cast these spells on creatures or objects, as defined by the
spell itself. You must be able to see or touch the target, and you must specifically choose that target. For example, you can't
fire a magic missile spell (which always hits its target) into a group of bandits with the instruction to strike "the leader." To
strike the leader, you must be able to identify and see the leader (or guess which is the leader and get lucky). However, you
do not have to select your target until you finish casting the spell.
If the target of a spell is yourself (the spell description has a line that reads Target: You), you do not receive a saving throw,
and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any
time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a
character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or
stunned) is not automatically willing. Some spells, such as flaming sphere and spiritual weapon, allow you to redirect the
effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of
opportunity.
When an enchantment doesn't have a target entry, you usually don't have to see or touch the recipient. Instead, you can aim
the spell at some location you can see or specify; see Aiming a Spell on page 175 of the Player's Handbook and Rules of the
Game: Reading Spell Descriptions for details.
An Enchantment Spell's Results
When an enchantment spell (or any spell) has a target entry, you usually know when the spell works and when it does not.
When an enchantment's target fails a saving throw against a spell, you may know promptly that the spell worked because the
target's behavior may change abruptly. However, trying to feign being enchanted by a targeted spell after a successful save
does not work because the caster will note the successful saving throw.
When an enchantment spell (or any spell) has an area or effect entry, the caster does not note successful saves against the
spell.
From the Saving Throw section on page 177 of the Player's Handbook:
Likewise, if a creature's saving throw succeeds against a targeted spell, such as charm person, you sense that the spell has
failed. You do not sense when creatures succeed on saves against effect and area spells.
Stacking Enchantment Spells
When a creature receives more than one enchantment spell, refer to the rules on pages 171-172 in the Player's Handbook. As
a rule of thumb, all enchantment spells a creature receives continue to function when the creature receives additional
enchantment spells. The spells' effects might stack, overlap, or override each other, as noted below:
COMBINING MAGICAL EFFECTS
 From the Saving Throw section on pages 171 and 172 of the Player's Handbook:
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be
operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell
operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other
general rules apply when spells or magical effects operate in the same place:
Stacking Effects
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not
stack with themselves. For example, two bless spells don't give twice the benefit of one bless. Both bless spells, however,
continue to act simultaneously, and if one ends first, the other one continues to operate for the remainder of its duration.
Likewise, two haste spells do not make a creature doubly fast. More generally, two bonuses of the same type don't stack
even if they come from different spells (or from effects other than spells; see Bonus Types, above). For example, the
enhancement bonus to Strength from a bull's strength spell and the enhancement bonus to Strength from a divine power
spell don't stack. You use whichever bonus gives you the better Strength score. In the same way, a belt of giant Strength
gives you an enhancement bonus to Strength, which does not stack with the bonus you get from a bull's strength spell.
Different Bonus Names
The bonuses or penalties from two different spells stack if the modifiers are of different types. For example, bless provides a
+1 morale bonus on saves against fear effects, and protection from evil provides a +2 resistance bonus on saves against
spells cast by evil creatures. A character under the influence of spells gets a +1 bonus against fear effects, a +2 bonus
against spells cast by evil beings, and a +3 bonus against fear spells cast by evil creatures.
A bonus that isn't named (just a "+2 bonus" rather than a "+2 resistance bonus") stacks with any bonus.
Same Effect More than Once in Different Strengths
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths,
only the best one applies. For example, if a character takes a -4 penalty to Strength from a ray of enfeeblement spell and
then receives a second ray of enfeeblement spell that applies a -6 penalty, he or she takes only the -6 penalty. Both spells
are still operating on the character, however. If one ray of enfeeblement spell is dispelled or its duration runs out, the other
spell remains in effect, assuming that its duration has not yet expired.
Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. For example, a series
of polymorph spells might turn a creature into a mouse, a lion, and then a snail. In this case, the last spell in the series
trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the
final spell in the series lasts.
One Effect Makes Another Irrelevant
Sometimes, one spell can render a later spell irrelevant. For example, if a wizard is using a shapechange spell to take the
shape of an eagle, a polymorph spell could change her into a goldfish. The shapechange spell is not negated, however, and
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since the polymorph spell has no effect on the recipient's special abilities, the wizard could use the shapechange effect to take
any form the spell allows whenever she desires. If a creature using a shapechange effect becomes petrified by a flesh to
stone spell, however, it turns into a mindless, inert statue, and the shapechange effect cannot help it escape.
Multiple Mental Control Effects
Sometimes magical effects that establish mental control render each other irrelevant. For example, a hold person effect
renders any other form of mental control irrelevant because it robs the subject of the ability to move. Mental controls that
don't remove the recipient's ability to act usually do not interfere with each other. For example, a person who has received a
geas/quest spell can also be subjected to a charm person spell. The charmed person remains committed to fulfilling the
quest, however, and resists any order that interferes with that goal. In this case, the geas/quest spell doesn't negate charm
person, but it does reduce its effectiveness, just as nonmagical devotion to a quest would. If a creature is under the mental
control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect
allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed
Charisma checks to determine which one the creature obeys.
Spells with Opposite Effects
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply.
Some spells negate or counter each other. This is a special effect that is noted in a spell's description.
Instantaneous Effects
Two or more spells with instantaneous durations work cumulatively when they affect the same target. For example, when two
fireballs strike a same creature, the target must attempt a saving throw against each fireball and takes damage from each
according to the saving throws' results. If a creature receives two cure light wounds spells in a single round, both work
normally.
Enchantments That Provide Bonuse
When any spell produces a bonus with a name, that bonus usually doesn't stack with bonuses that have the same name (see
page 21 in the Dungeon Master's Guide and Rules of the Game: Does it Stack?), so the two effects overlap. For example, the
+1 morale bonus on attack rolls and saves against fear effects from an aid spell won't stack with the +1 morale bonus on
attack rolls and saves against fear effects from a bless spell. The aid and bless spells don't negate each other, however. If the
aid spell lasts longer that the bless spell (or vice versa), the target still gets the benefits of the remaining spell.
When two or more spells provide bonuses with different names, their effects stack. For example, the +1 morale bonus on
attack rolls and saves against fear effects from an aid spell stacks with the +1 luck bonus on attack rolls and all saves from a
prayer spell. Prayer's luck bonus applies to more than just attack rolls and saves (see the spell description), but only the
portion of the spell that stacks with aid concerns us here.
Enchantments That Render Other Enchantments Irrelevant
In many cases, one enchantment spell renders another spell irrelevant. For example, a hold person spell effectively paralyzes
the target, rendering just about every other enchantment spell the target might receive (either before or after the hold
person spell) irrelevant while the hold person lasts. For example, you might use a spell such as charm person, suggestion,
confusion, or dominate person spell to control or influence a creature's actions. A creature that also receives a hold person
spell freezes in place, making that creature unable to act as the charm person, suggestion, confusion, or dominate person
spell dictates (or allows the caster to dictate) while the hold person lasts.
When one enchantment spell makes another enchantment spell (or any other spell) irrelevant, the irrelevant spell does not
end. When the overriding spell ends, any spells it has rendered irrelevant reassert themselves if their durations haven't
expired.
Multiple Enchantments That Provide Control
Two enchantments that don't remove the recipient's ability to act usually do not interfere with each other. If a creature has
received enchantments that make it obey orders from two or more creatures, it tends to obey each to the best of its ability,
and to the extent of the control each enchantment allows. If the controlled creature receives conflicting orders
simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
Making the opposed check isn't an action for either caster.
For example, a creature receives a dominate person spell from one caster and a charm person spell from another. Both spells
work, and the creature must obey both casters. If the creature simultaneously receives orders and cannot obey both casters
(for example, when the casters each orders the subject to approach a different location), the casters make opposed Charisma
checks and the subject obeys the caster who wins the check. See below for additional notes on charm person and dominate
person.
This rule applies only when a creature receives simultaneous orders, or orders that override each other. If only one caster
gives orders, the subject obeys that caster.
Charms
As noted above, charm spells grant the caster some degree of control over the subject. Charms tend to be the most
troublesome enchantments because arguments arise over the extent of the control the spell provides, especially when a
player character falls victim to a charm spell. Fortunately, a quick review of the spell description usually proves sufficient to
establish what the spell can do.
When a player character falls victim to a charm and the player finds it hard to cooperate to the extent that the spell requires,
it's usually best for the DM to point out a course of action for the character that properly reflects the enchantment. If the
player continues to balk, the DM should to step in and treat the character as an NPC for a short time.
INFLUENCING NPC ATTITUDES
 From page 72 of the Player's Handbook:
Use the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude
of a nonplayer character, or wild empathy checks made to influence the attitude of an animal or magical beast. The Dungeon
Master's Guide has more information on NPC attitudes.
Initial Attitude
New Attitude (DC to achieve)
Hostile
Unfriendly Indifferent
Friendly
Helpful
Hostile
Less than 20
20
25
35
50
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Unfriendly
Less than 5
5
15
25
40
Indifferent
Less than 1
1
15
30
Friendly
Less than 1
1
20
Helpful
Less than 1
1
For example, if a character encounters a nonplayer character whose initial attitude is hostile, that character needs to get a
result of 20 or higher on a Diplomacy check (or Charisma check) to change that NPC's attitude. On any result less than 20,
the NPC's attitude is unchanged. On a result of 20 to 24, the NPC's attitude improves to unfriendly.
Attitude
Means
Possible Actions
Hostile
Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly
Wishes you ill
Mislead, gossip, avoid, watch suspiciously, insult
Indifferent Doesn't much care
Socially expected interaction
Friendly
Wishes you well
Chat, advise, offer limited help, advocate
Helpful
Will take risks to help you Protect, back up, heal, aid
Charm Person
The quintessential charm spell, charm person makes the target creature friendly to the caster. According to the sidebar on
page 72 of the Player's Handbook, a friendly creature wishes you well and will chat with you, advise you, offer you limited
help, and act as your advocate.
In general, a charmed (or otherwise friendly) person might be expected to be roughly as accommodating to you as a coworker that trusts you and gets along well with you or as obliging as an old school chum. You shouldn't expect a charmed
character to make any truly painful or costly sacrifices for you.
You have a limited ability to persuade a charmed creature to go out on a limb for you when the consequences to the charmed
creature aren't immediately obvious. The spell description uses holding off a red dragon while you escape as an example (and
that works only when the charmed subject is a fighter type with appropriate equipment). For more suggestions on handling
charms, see Save My Game: Adjudicating Charm Spells
 From page 209 of the Player's Handbook:
 Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see
Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however,
it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and
actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to
convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or
obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to
save your life is for him to hold back an onrushing red dragon for "just a few seconds." Any act by you or your apparent allies
that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands,
or else be good at pantomiming.
In any case, when you give a charmed subject orders (rather than just take advantage of its friendly attitude), you must win
an opposed Charisma check against the creature to persuade it obey. Giving an order usually is a free action for you, and
making the opposed check is part of that free action. If your subject also is under another creature's mental control, you first
must make an opposed check against the subject to make it obey you, then you must make a separate check against the
other controlling character. The extra check isn't an action for you.
Speak
 From page 144 of the Player's Handbook:
In general, speaking is a free action that you can perform even when it isn't your turn. Some DMs may rule that a character
can only speak on his turn, or that a character can't speak while flatfooted (and thus can't warn allies of a surprise threat
until he has a chance to act). Speaking more than few sentences is generally beyond the limit of a free action; to
communicate more information than that, your DM may require that you take a move action or even a full-round action.
Charm person isn't a language-dependent spell, but it isn't much good to you if you don't have some way to communicate
with the subject. Speaking in a language that the subject can understand allows you to make the best possible use of a
charm person spell. You can use pantomime to communicate with a subject; however, gestures won't allow you much in the
way of detailed communication with a subject, but you can convey simple things such as "come," "go," "pick that up," or
"open that." When in doubt, the DM might call for an Intelligence check to decide if the subject can understand the gestures.
For something fairly simple, such as "come" or "go," a DC of 10 is sufficient. For something more complex, such as "pick that
up" or "open that," the DC is 15. Concepts that merit a higher DC probably are too complex to communicate through gestures
that you make up on the spot. As always, adjust the DC upward for unfavorable conditions, such as poor visibility, a
particularly obtuse subject, or any situation that makes the gestures hard to understand, such as an overabundance of things
that your gestures might indicate.
If the creature you target with a charm person spell is currently under attack by you or your allies, or under the threat of
attack, the subject gets a +5 bonus on its saving throw. See page 171 in the Player's Handbook for a definition of attack as it
pertains to spells. The DM must decide if the subject is under the threat of attack; this usually requires nothing more than a
common sense judgment about what you and your allies are doing. If the subject can reasonably assume that you or your
group will attack, it is under threat. For example, you and your group threaten attack if you've already attacked the subject's
allies, when you menace the subject with weapons or spells, or when you've invaded some building or territory where you
don't belong.
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Attacks
 From Special Spell Effects on page 171 of the Player's Handbook:
Some spell descriptions refer to attacking. For instance, invisibility is dispelled if you attack anyone or anything while under
its effects. All offensive combat actions, even those that don't damage opponents (such as disarm and bull rush) are
considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws,
that deal damage, or that otherwise harm or hamper subjects are attacks. Summon monster I and similar spells are not
attacks because the spells themselves don't harm anyone.
Charm person affects only humanoids. Many other spells work just like the charm person spell, except that they affect other
kinds of creatures. These spells include charm animal (affects only creatures of the animal type), charm monster (affects
creatures of all types, though not creatures immune to mind-affecting spells), mass charm monster (just like charm monster,
but multiple creatures), and symbol of persuasion.
Enthrall
This spell makes other creatures pay attention exclusively to you. The creatures must be able to see you and hear you speak
or sing for a full round in a language they can understand (enthrall is language-dependent, see above). Though the spell
description speaks of an area, enthrall is a targeted spell and you can select any number of creatures within range as targets
for the spell. If any creature comes within range after you cast the spell, you can target it, too.
 From page 227 of the Player's Handbook:
 Enthrall
Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving Throw: Will negates; see text
Spell Resistance: Yes
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must
speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their
surroundings. They are considered to have an attitude of friendly while under the effect of the spell (see the Dungeon
Master's Guide for information about NPC attitudes). Any potentially affected creature of a race or religion unfriendly to yours
gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude
of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while
you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during
the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if
you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to
end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in
the group; others may make Charisma checks to assist (as described in Aid Another, page 65). The heckling ends the spell if
this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously
enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of
16 or higher becomes hostile.
Once the spell takes affect on a target, that creature does nothing but stand quietly and pay attention to you. It looks at you
and listens to you. The spell lasts for as long as you speak or sing and for 1d3 rounds after you stop speaking or singing (but
see below), up to a maximum of 1 hour.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends immediately (no 1d3
rounds of additional effects occur), and the enchanted creatures become unfriendly or hostile to you, as noted in the spell
description. Any attack or hostile action ends the spell, not just acts from you or your allies. The spell description doesn't say
so, but if some third party ends the spell by attacking your audience, it's a good bet that the party who disrupted the spell
also draws the audience's wrath.
Compulsions
Most compulsion spells literally force the subject to act in some manner, or not act at all. Many compulsions simply make
their subjects feel particularly good (or bad) and provide bonuses (or penalties) when the subjects take certain actions. The
bless, good hope, bane, and crushing despair spells are examples of the latter type of spell.
Many compulsions grant the caster some degree of control over the subject, however, and require the same careful handling
as charm spells. Here are a few examples:
Animal Messenger
This spell affects one Tiny creature of the animal type.
 From page 198 of the Player's Handbook:
 Animal Messenger
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: Yes
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You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a
message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars
and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding.
You can mentally impress on the animal a certain place well known to you or an obvious landmark (such as the peak of a
distant mountain). The directions must be simple, because the animal depends on your knowledge and can't find a
destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated
location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Unless the
intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be
ignored. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's
written in a language he or she doesn't know, for example).
Material Component: A morsel of food the animal likes.
The target animal cannot be one tamed or trained by someone else. This includes familiars (which are magical beasts and not
subject to the spell anyway) and animal companions. It also includes any animal that has been taught tricks or trained for a
purpose with the Handle Animal skill.
The spell gives you the power to impress upon the animal a set of directions to some location you specify, and the animal will
carry a message to that location for you. You can attach the message or item to the animal somehow (such as with a collar or
leg band) or have the animal carry it in its mouth or a manipulative appendage (if the animal has one). You must know the
route to that location yourself and the directions you give must be fairly simple. The spell description doesn't define "simple"
in the context of the spell, but I recommend something based on obvious landmarks and a minimal number of landmarkbased steps, say three steps per point of Intelligence the animal has. Such directions might include "go to the top of that hill"
(This would require the hill to be in sight and you would have to point at the hill.) Other possibilities would include walk a half
mile in that direction (you point in the direction), follow the left bank to the rapids, walk into the woods, and wait by the
lightning-struck oak.
You cannot communicate with the target animal in any way other than to direct it to the location you desire. When the animal
reaches the location you specified, it waits there for the remaining duration of the spell. The spell doesn't give creatures at
the location any special ability to communicate with the animal or any special ability to read or decipher any message the
animal might carry for you.
Animal Trance
This spell affects 2d6 Hit Dice worth of animals or magical beasts with Intelligence scores of 1 or 2. Roll the dice to determine
how many Hit Dice worth of creatures, then select targets for the spell. If you select more targets than the roll allows, the
targets closest to you are affected first. If you select a target that the spell can't affect (because it is not an animal or magical
beast or because it has an Intelligence higher than 2), that creature doesn't count against the number of Hit Dice the spell
can affect.
 From page 198 of the Player's Handbook:
 Animal Trance
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you.
Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of
HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be
affected. For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only
the three closest wolves are affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to
attack or guard is not.
A creature affected by this spell becomes fascinated with you. It takes no actions other than to pay attention to you. It takes
a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile
creature approaching, allows the creature a new saving throw against the spell; however, only a dire animal or an animal
trained to attack or guard (see the Handle Animal skill description) is allowed a saving throw against the spell. Any obvious
threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature,
automatically breaks the spell, even when a subject is not allowed a saving throw.
Command
You use this spell to issue a single order to one living creature. You must give the order in a language the subject can
understand (command is language-dependent; see above). The spell provides a short list of orders you can use. When
affected by this spell, a creature must obey its order to the best of its ability and at the soonest possible moment, usually
during its next turn after receiving the spell. The subject generally obeys you for 1 round. See the spell description for details.
 From page 211 of the Player's Handbook:
 Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
145
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select
from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do
nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any
appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its
turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
The greater command spell functions just like the command spell, except that you command multiple creatures and the
creatures you command might obey you for multiple rounds. You must give the same command to each creature. An affected
creature obeys you for at least 1 round if it fails its initial save. Each round thereafter, at the start of its turn, the creature
gets a new saving throw to end the effect. A successful save from one creature doesn't affect any other creatures you have
targeted with the spell.
Suggestion
Here's a potent spell that often provokes arguments. Using suggestion, you can compel a subject to undertake some activity
that you can describe briefly. The spell description says you must be able to describe the activity in a sentence or two. I
recommend that you limit suggestions to two fairly simple sentences of no more than 25 to 30 words total.
 From page 285 of the Player's Handbook:
 Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The
suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to stab itself,
throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the
spell. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another
matter. Urging a red dragon to stop attacking your party so that the dragon and party could jointly loot a rich treasure
elsewhere is likewise a reasonable use of the spell's power.
The suggested course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above.
If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can instead specify conditions that will trigger a special activity during the duration. For example, you might suggest that
a noble knight give her warhorse to the first beggar she meets. If the condition is not met before the spell duration expires,
the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2) at the discretion of the DM.
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Suggestion is language-dependent, so you must speak to the subject in a language it can understand (but see above).
You can't use the spell to compel a subject to do something suicidal or obviously harmful. The course of action you suggest
must seem reasonable. The DM is the final judge of what's reasonable, but as a rule of thumb a suggestion should be
something that the subject might decide to do on his own if the circumstances were appropriate or if the subject shared the
caster's point of view. You can word a suggestion so as to make the requested activity seem reasonable. The spell description
uses an example in which the caster suggests that a pool of acid is pure water and suggests a swim therein.
Very reasonable suggestions impose a penalty on the saving throw. The DM must decide what is very reasonable, but in
general, these are things that the subject might do without any special prompting from anyone else. A suggestion to flee
from a fight and get as far away as possible would be very reasonable, especially if the subject was already facing defeat (or
the subject has a credible expectation of defeat).
A suggestion effect ends when the subject follows the course of action the caster specifies. You should be careful to word
suggestions so that they can't be fulfilled in a round or two. For example, a suggestion to "flee" or "hide" can be completed
pretty quickly, and nothing in those suggestions prevents the subject from rejoining a battle immediately afterward.
The spell also allows you to specify some action that the subject must take in response to a trigger you specify. The triggered
action can't be anything you couldn't normally do with the spell. For example, you can't use suggestion to order someone to
kill himself at sundown. When describing a trigger, you must fit the description into the two fairly simple sentences of no
more than 25 to 30 words total that the spell allows you.
Many spells and effects in the D&D game allow you to make suggestions, including the bard's fascinate class feature (when
the bard is 6th level or higher), and the demand, guards and wards, and illusory script spells. The mass suggestion spell
works just like suggestion except that it affects more than one creature. You must give the same suggestion to each subject
you affect with a single spell.
Dominate Person
This spell functions much like a supercharged version of the charm person spell. The spell is not language-dependent and it
provides you with a telepathic link with the subject. The link allows you to control the subject from afar (even when you can't
see the subject; see the spell description) and to know what the subject is experiencing, as noted in the spell description.
 From page 224 of the Player's Handbook:
 Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
146
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If
you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits
of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there,"
"Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor
can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of
all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this
limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior
is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a
move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the
subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as
being there yourself, but you still get a good idea of what's going on (the subject is walking through a smelly courtyard, the
subject is talking to a guard, the guard looks suspicious, and so forth).
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2
bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If
you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off
the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is
so warded, but such an effect neither prevents the establishment of domination nor dispels it.
If you don't share a common language with the subject, you can give her only simple commands, such as "Come here," "Go
there," "Fight," and "Stand still." If you and the subject share a common language, you can compel the subject to do just
about anything you want. You can't force a subject to do anything obviously self-destructive, but just about anything else
goes. If you try to force the subject to act against its nature, it gets a new saving throw with a +2 bonus, and a successful
saving throw ends the spell. (It pays to be careful about what you order a dominated subject to do.) The DM must decide
what's contrary to the subject's nature. The discussion of things you can accomplish with a charm person spell provides a
good basis for what a dominated subject can be made to do without getting a new saving throw.
Once a dominated subject receives an order, it tends to follow that order to the exclusion of all other activities (other than
basic activities such as eating, drinking, and sleeping) until it fulfills the order. If the DM decides the order is against the
subject's nature, it gets only one saving throw to resist the order and throw off the spell, even if the order takes some time
and effort to accomplish. As with the suggestion spell, it pays to be careful how you phrase orders. For example, if you order
a subject to attack its ally, it almost certainly will get a saving throw to throw off the spell. The subject, however, can
accomplish this order with a single action. If you repeat the order, the subject will get a new saving throw. On the other
hand, if you order a subject to slay one of its allies, the subject will get only one saving throw.
Each day the spell lasts, you must spend 1 round concentrating on the subject to maintain your influence. If you don't do so,
the spell doesn't necessarily end, but the subject gets a new saving throw to throw off the effect.
Dominate person affects only humanoids. The dominate monster spell works just like dominate person except that it works
on any kind of creature (provided it is subject to mind-affecting spells).
147
Carrying Things
Foreword
Sooner or later, every character has to worry about carrying a hefty amount of weight. Piles of treasure represent a pleasant
burden, but characters might also have to haul unconscious, dead, or petrified comrades out of dungeons, tote piles of loose
debris to clear out a collapsed tunnel, or lug jugs of water and bags of supplies through a wasteland to avoid dying of hunger
and thirst. This series examines several aspects of the mundane, but all too necessary, job of carrying things around.
Carrying Capacity
Creatures that lack Strength scores can't carry much of anything because they have no way to exert force on other creatures
or objects. Other creatures have a carrying capacity based on their sizes and Strength scores. The bigger and stronger a
creature is, the more it can carry.
Why a Size Adjustment?
According to the Player's Handbook, a Strength score measures a creature's muscle and physical power. So, why should two
different creatures with the same Strength score have different carrying capacities? The answer is fairly complex, but it boils
down to this: Some body arrangements are better suited to use their Strength than others in some situations, and less able
to use their Strength than others in other situations. Here's an example: A typical draft horse (a heavy horse) found on a
farm and a fairly low-level human fighter have similar Strength scores (around 16). The horse, however, can carry three
times what the human can because of its sheer size (Large), and because it's a quadruped. Size helps the horse carry more
simply because its greater mass allows it to handle more weight (just as a bridge can support more weight than a footstool).
Likewise, the horse's four motive limbs keep it more stable than the two-legged human when carrying a load, and give it
more ability to exert a pulling force when carrying a load on its back or when dragging something.
So, why not just give the horse a higher Strength score? Well, because a creature's Strength score also helps with melee
combat. A draft horse is a fine animal for doing heavy work, but it's not really designed for fighting. It can carry or drag a
great deal, and its hooves can prove deadly, but not so much more dangerous than the fighter's sword. If we used the same
scale to calculate the carrying capacity for both horse and human, the horse's Strength score would have to be somewhere
around 24. The horse's Strength modifier for melee attacks and damage would be +7 instead of +3, and it would be quite a
melee machine. By limiting the horse's Strength score and keeping it in line with what the human fighter has, while also
increasing its carrying capacity, the rules more accurately represent what each creature can do in the game world.
The forgoing is only one example of how the rules handle size. Many kinds of special combat, such as grappling and tripping,
also include a size modifier to reflect the inherent advantages (or disadvantages) of being bigger than your foe.
Load and Encumbrance
A creature slows down as its load increases. Pages 161-162 in the Player's Handbook and Rules of the Game: All About
Movement discuss loads and encumbrance in detail, but here are the highlights.
 From the pages 161-162 of the Player's Handbook:
CARRYING CAPACITY
Encumbrance rules determine how much a character's armor and equipment slow him or her down. Encumbrance comes in
two parts: encumbrance by armor and encumbrance by total weight.
Encumbrance by Armor
A character's armor (as described on Table 7-6: Armor and Shields, page 123 in the Player's Handbook) defines his or her
maximum Dexterity bonus to AC, armor check penalty, speed, and running speed. Unless your character is weak or carrying
a lot of gear, that's all you need to know. The extra gear your character carries, such as weapons and rope, won't slow him or
her down any more than the armor already does.
If your character is weak or carrying a lot of gear, however, then you'll need to calculate encumbrance by weight. Doing so is
most important when your character is trying to carry some heavy object, such as a treasure chest.
Weight
If you want to determine whether your character's gear is heavy enough to slow him or her down more than the armor
already does, total the weight of all the character's items, including armor, weapons, and gear. Compare this total to the
character's Strength on Table 9-1: Carrying Capacity. Depending on how the weight compares to the character's carrying
capacity, he or she may be carrying a light, medium, or heavy load. Like armor, a character's load affects his or her
maximum Dexterity bonus to AC, carries a check penalty (which works like an armor check penalty), reduces the character's
speed, and affects how fast the character can run, as shown on Table 9-2: Carrying Loads. A medium or heavy load counts as
medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not
encumber a character.
If your character is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the
penalties.
Lifting and Dragging
A character can lift as much as his or her maximum load over his or her head.
A character can lift as much as double his or her maximum load off the ground, but he or she can only stagger around with it.
While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a fullround action).
A character can generally push or drag along the ground as much as five times his or her maximum load. Favorable
conditions (such as being on smooth ground or dragging a slick object) can double these numbers, and bad circumstances
(such as being on broken ground or pushing an object that snags) can reduce them to one-half or less.
148
Bigger and Smaller Creatures
The figures on Table 9-1: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more
weight depending on its size category, as follows: Large x2, Huge x4, Gargantuan x8, Colossal x16. A smaller creature can
carry less weight depending on its size category, as follows: Small x3/4, Tiny x1/2, Diminutive x1/4, Fine x1/8. Thus, a
human with a Strength score magically boosted to equal that of a giant would still have a harder time lifting, say, a horse or a
boulder than a giant would.
Tremendous Strength
For Strength scores not shown on Table 9-1, find the Strength score between 20 and 29 that has the same number in the
"ones" digit as the creature's Strength score does. Multiply the figures by 4 if the creature's Strength is in the 30s, 16 if it's in
the 40s, 64 if it's in the 50s, and so on. For example, a cloud giant with a 35 Strength can carry four times what a creature
with a 25 Strength can carry, or 3,200 pounds x 4 because the cloud giant is Huge, for a total of 12,800 pounds.
Speed, Dexterity, Armor Class and flight
 Table 9-1 in the Player's Handbook shows carrying capacity and loads for Medium humanoid creatures. The first
column shows light loads for various Strength scores. A creature carrying a light load isn't slowed down by the load it
carries.
 The second column in the table shows medium loads. A creature carrying a medium load suffers a speed reduction as
shown on Table 9-2 in the Player's Handbook. For creatures with speeds not shown on Table 9-2, see page 20 in the
Dungeon Master's Guide.
A creature carrying a medium load also has a limit on the Dexterity bonus it can apply to its Armor Class and a penalty on
Dexterity checks, also as shown on Table 9-2.
A creature that has a fly speed from wings or similar appendages cannot fly when carrying a medium load.
 The third column in the table shows heavy loads. The highest number in this column also is the maximum weight the
creature can lift over its head (assuming that the creature has limbs that allow it to perform such an act).
A creature carrying a heavy load also has a limit on the Dexterity bonus it can apply to its Armor Class and a penalty on
Dexterity checks, also as shown on Table 9-2. In addition, a heavy load limits a creature's running speed, also as shown on
Table 9-2.
A heavy load prevents some kinds of flight just as a medium load does.
 A creature wearing armor uses the maximum Dexterity bonus, Dexterity check penalty, speed reduction, and reduction
in running speed as shown on the armor on Table 7-6 in the Player's Handbook or the values shown for its load on
Table 9-2, whichever is worse. For example, a human with a Strength score of 18, wearing full plate armor, and
carrying a total of 100 pounds of gear and loot (including the armor) is carrying only a light load. The full plate armor,
however, impedes the character, reducing the human's speed to 20 feet, imposing a maximum Dexterity bonus to
Armor Class of +1 and imposing a Dexterity check penalty of -6. The character also moves at only three times speed
when running.
A speed reduction from armor also prevents flying. A creature that has a fly speed from wings or similar appendages cannot
fly when wearing medium or heavy armor.
 From the page 131 of the Player's Handbook:
Flying mounts can't fly in medium or heavy barding.
Expanded Carrying Capacity Tables
Table 9-1 in the Player's Handbook shows carrying capacities for Medium bipeds. Larger or smaller bipeds have greater or
smaller carrying capacities, as follows: Fine x1/8, Diminutive x1/4, Tiny x1/2, Small x3/4, Large x2, Huge x4, Gargantuan x8,
Colossal x16. Calculating these values on the fly can be a chore, so I've calculated them for you. If you look at the numbers
on the following tables, closely, you'll notice that not all of them conform strictly to the formulas. That's because Table 9-1
gives a continuous range of numbers for a Medium humanoid's carrying capacity. When you start multiplying the numbers on
the table, you get gaps in the numbers, however. I've closed the gaps by adjusting the number at the lower end of each load
range. The tables for bipeds that are size Small or smaller, I've given loads in pounds and ounces. This allowed me to give
load numbers that are as close to the formula as possible.
What Is a Biped?
A bipedal creature stands upright on two legs. In most cases, creatures of the following types usually should be treated as
bipeds: fey, giants, humanoids, monstrous humanoids, outsiders, and undead. Be alert for exceptions. For example, a
centaur is a monstrous humanoid, but its horse body makes it a quadruped. I've included outsiders and undead here because
most of them have basically humanoid shapes, but not always. A yeth hound, for example, is an outsider and a quadruped.
Most elementals and plants don't really have motive limbs, but are essentially upright and should use biped carrying
capacities.
In addition, many constructs, such as golems, are bipedal. Many aberrations are bipedal (such as mind flayers) or probably
ought to use biped carrying capacity, such as beholders. Animals that use only two motive limbs at a time, such as most
birds, should use biped carrying capacities. Some animals, such as monkeys and apes, can switch between locomotion types.
149
Fine Biped Carrying Capacity
Strength Score
Light Load
1
6 oz. or less
2
12 oz. or less
3
1 lb. 4 oz. or less
4
1 lb. 10 oz. or less
5
2 lb. or less
6
2 lb. 8 oz. or less
7
2 lb. 14 oz. or less
8
3 lb. 4 oz. or less
9
3 lb. 12 oz. or less
10
4 lb. 2 oz. or less
11
4 lb. 12 oz. or less
12
5 lb. 6 oz. or less
13
6 lb. 4 oz. or less
14
7 lb. 4 oz. or less
15
8 lb. 4 oz. or less
16
9 lb. 8 oz. or less
17
10 lb. 12 oz. or less
18
12 lb. 8 oz. or less
19
14 lb. 8 oz. or less
20
16 lb. 10 oz. or less
21
19 lb. 2 oz. or less
22
21 lb. 10 oz. or less
23
25 lb. or less
24
29 lb. 2 oz. or less
25
33 lb. 4 oz. or less
26
38 lb. 4 oz. or less
27
43 lb. 4 oz. or less
28
50 lb. or less
29
58 lb. 4 oz. or less
30
66 lb. 8 oz. or less
Medium Load
7 oz.-12 oz.
13 oz.-1 lb. 10 oz.
1 lb. 5 oz.-2 lb. 8 oz.
1 lb. 11 oz.-3 lb. 4 oz.
2 lb. 1 oz.-4 lb. 2 oz.
2 lb. 9 oz.-5 lb.
2 lb. 15 oz.-5 lb. 12 oz.
3 lb. 5 oz.-6 lb. 10 oz.
3 lb. 13 oz.-7 lb. 8 oz.
4 lb. 3 oz.-8 lb. 4 oz.
4 lb. 13 oz.-9 lb. 8 oz.
5 lb. 7 oz.-10 lb. 12 oz.
6 lb. 5 oz.-12 lb. 8 oz.
7 lb. 5 oz.-14 lb. 8 oz.
8 lb. 5 oz.-16 lb. 10 oz.
9 lb. 9 oz.-19 lb. 2 oz.
10 lb. 13 oz.-21 lb. 10 oz.
12 lb. 9 oz.-25 lb.
14 lb. 9 oz.-29 lb. 2 oz.
16 lb. 11 oz.-33 lb. 4 oz.
19 lb. 3 oz.-38 lb. 4 oz.
21 lb. 11 oz.-43 lb. 4 oz.
25 lb. 1 oz.-50 lb.
29 lb. 3 oz.-58 lb. 4 oz.
33 lb. 5 oz.-66 lb. 10 oz.
38 lb. 5 oz.-76 lb. 10 oz.
43 lb. 5 oz.-86 lb. 10 oz.
50 lb. 1 oz.-100 lb.
58 lb. 5 oz.-116 lb. 10 oz.
66 lb. 9 oz.-133 lb.
Heavy Load
13 oz.-1 lb. 4 oz.
1 lb. 11 oz.-2 lb.8 oz.
2 lb. 9 oz.-3 lb. 12 oz.
3 lb. 5 oz.-5 lb.
4 lb. 3 oz.-6 lb. 4 oz.
5 lb. 1 oz.-7 lb. 8 oz.
5 lb. 13 oz.-8 lb. 12 oz.
6 lb. 11 oz.-10 lb.
7 lb. 9 oz.-11 lb. 4 oz.
8 lb. 5 oz.-12 lb. 8 oz.
9 lb. 9 oz.-14 lb. 6 oz.
10 lb. 13 oz.-16 lb. 4 oz.
12 lb. 9 oz.-18 lb. 12 oz.
14 lb. 9 oz.-21 lb. 14 oz.
16 lb. 11 oz.-25 lb.
19 lb. 3 oz.-28 lb. 12 oz.
21 lb. 11 oz.-32 lb. 8 oz.
25 lb. 1 oz.-37 lb. 8 oz.
29 lb. 3 oz.-43 lb. 12 oz.
33 lb. 5 oz.-50 lb.
38 lb. 5 oz.-57 lb. 8 oz.
43 lb. 5 oz.-65 lb.
50 lb. 1 oz.-75 lb.
58 lb. 5 oz.-87 lb. 8 oz.
66 lb. 11 oz.-100 lb.
76 lb. 11 oz.-115 lb.
86 lb. 11 oz.-130 lb.
100 lb. 1 oz.-150 lb.
116 lb. 11 oz.-175 lb.
133 lb. 1 oz.-200 lb.
Medium Load
13 oz.-1 lb. 8 oz.
1 lb. 9 oz.-3 lb. 4 oz.
2 lb. 9 oz.-5 lb.
3 lb. 5 oz.-6 lb. 8 oz.
4 lb. 1 oz.-8 lb. 4 oz.
5 lb. 1 oz.-10 lb.
5 lb. 13 oz.-11 lb. 8 oz.
6 lb. 9 oz.-13 lb. 4 oz.
7 lb. 9 oz.-15 lb.
8 lb. 5 oz.-16 lb. 8 oz.
9 lb. 9 oz.-19 lb.
10 lb. 13 oz.-21 lbs. 8 oz.
12 lb. 9 oz.-25 lb.
14 lb. 9 oz.-29 lb.
16 lb. 9 oz.-33 lb. 4 oz.
19 lb. 1 oz.-38 lb. 4 oz.
21 lb. 9 oz.-43 lb. 4 oz.
25 lb. 1 oz.-50 lb.
29 lb. 1 oz.-58 lb. 4 oz.
33 lb. 5 oz.-66 lb. 8 oz.
38 lb. 5 oz.-76 lb. 8 oz.
43 lb. 5 oz.-86 lb. 8 oz.
50 lb. 1 oz.-100 lb.
58 lb. 5 oz.-116 lb.8 oz.
66 lb. 9 oz.-133 lb. 4 oz.
76 lb. 9 oz.-153 lb. 4 oz.
86 lb. 9 oz.-173 lb. 4 oz.
100 lb. 1 oz.-200 lb.
116 lb. 9 oz.-233 lb. 4 oz.
133 lb. 1 oz.-266 lb.
Heavy Load
1 lb. 9 oz.-2 lb. 8 oz.
3 lb. 5 oz.-5 lb.
5 lb. 1 oz.-7 lb. 8 oz.
6 lb. 9 oz.-10 lb.
8 lb. 5 oz.-12 lb. 8 oz.
10 lb. 1 oz.-15 lb.
11 lb. 9 oz.-17 lb. 8 oz.
13 lb. 5 oz.-20 lb.
15 lb. 1 oz.-22 lb. 8 oz.
16 lb. 9 oz.-25 lb.
19 lb. 1 oz.-28 lb.12 oz.
21 lb. 9 oz.-32 lb. 8 oz.
25 lb. 1 oz.-37 lb. 8 oz.
29 lb. 1 oz.-43 lb. 12 oz.
33 lb. 5 oz.-50 lb.
38 lb. 5 oz.-57 lb. 8 oz.
43 lb. 5 oz.-65 lb.
50 lb. 1 oz.-75 lb.
58 lb. 5 oz.-87 lb. 8 oz.
66 lb. 9 oz.-100 lb.
76 lb. 9 oz.-115 lb.
86 lbs .9 oz.-130 lb.
100 lb. 1 oz.-150 lb.
116 lb. 9 oz.-175 lb.
133 lb. 5 oz.-200 lb.
153 lb. 5 oz.-230 lb.
173 lb. 5 oz.-260 lb.
200 lb. 1 oz.-300 lb.
233 lb. 5 oz.-350 lb.
266 lb. 1 oz.-400 lb.
Diminutive Biped Carrying Capacity
Strength Score
Light Load
1
12 oz. or less
2
1 lb. 8 oz. or less
3
2 lb. 8 oz. or less
4
3 lb. 4 oz. or less
5
4 lb. or less
6
5 lb. or less
7
5 lb. 12 oz. or less
8
6 lb. 8 oz. or less
9
7 lb. 8 oz. or less
10
8 lb. 4 oz. or less
11
9 lb. 8 oz. or less
12
10 lb. 12 oz. or less
13
12 lb. 8 oz. or less
14
14 lb. 8 oz. or less
15
16 lb. 8 oz. or less
16
19 lb. or less
17
21 lb. 8 oz. or less
18
25 lb. or less
19
29 lb. or less
20
33 lb. 4 oz. or less
21
38 lb. 4 oz. or less
22
43 lb. 4 oz. or less
23
50 lb. or less
24
58 lb. 4 oz. or less
25
66 lb. 8 oz. or less
26
76 lb. 8 oz. or less
27
86 lb. 8 oz. or less
28
100 lb. or less
29
116 lb. 8 oz. or less
30
133 lb. or less
150
Tiny Biped Carrying Capacity
Strength Score
Light Load
Medium Load
1
1 lb. 8 oz. or less
1 lb. 9 oz-3 lb.
2
3 lb. or less
3 lb. 1 oz.-6 lb. 8 oz.
3
5 lb. or less
5 lb. 1 oz.-10 lb.
4
6 lb. 8 oz. or less 6 lb. 9 oz.-13 lb.
5
8 lb. or less
8 lb. 1 oz.-16 lb. 8 oz.
6
10 lb. or less
10 lb. 1 oz.-20 lb.
7
11 lb. 8 oz. or less 11 lb. 9 oz.-23 lb.
8
13 lb. or less
13 lb. 1 oz.-26 lb. 8 oz.
9
15 lb. or less
15 lb. 1 oz.-30 lb.
10
16 lb. 8 oz. or less 16 lb. 9 oz. -33 lb.
11
19 lb. or less
19 lb. 1 oz.-38 lb.
12
21 lb. 8 oz. or less 21 lb. 9 oz. -43 lb.
13
25 lb. or less
25 lb. 1 oz.-50 lb.
14
29 lb. or less
29 lb. 1 oz.-58 lb.
15
33 lb. or less
33 lb. 1 oz.-66 lb. 8 oz.
16
38 lb. or less
38 lb. 1 oz.-76 lb. 8 oz.
17
43 lb. or less
43 lb. 1 oz.-86 lb. 8 oz.
18
50 lb. or less
50 lb. 1 oz.-100 lb.
19
58 lb. or less
58 lb. 1 oz.-116 lb. 8 oz.
20
66 lb. 8 oz. or less 66 lb. 9 oz.-133 lb.
21
76 lb. 8 oz. or less 76 lb. 9 oz.-153 lb.
22
86 lb. 8 oz. or less 86 lb. 9 oz.-173 lb.
23
100 lb. or less
100 lb. 1 oz.-200 lb.
24
116 lb. 8 oz.
116 lb. 9 oz.-233 lb.
25
133 lb. or less
133 lb. 1 oz.-266 lb. 8 oz.
26
153 lb. or less
153 lb. 1 oz.-306 lb. 8 oz.
27
173 lb. or less
173 lb. 1 oz.-346 lb. 8 oz.
28
200 lb. or less
200 lb. 1 oz.-400 lb.
29
233 lb. or less
233 lb. 1 oz.-466 lb. 8 oz.
30
266 lb. or less
266 lb. 1 oz.-532 lb.
Heavy Load
3 lb. 1 oz.-5 lb.
6 lb. 9 oz.-10 lb.
10 lb. 1 oz.-15 lb.
13 lb. 1 oz.-20 lb.
16 lb. 9 oz.-25 lb.
20 lb. 1 oz.-30 lb.
23 lb. 1 oz.-35 lb.
26 lb. 9 oz. -40 lb.
30 lb. 1 oz.-45 lb.
33 lb. 1 oz.-50 lb.
38 lb. 1 oz.-57 lb. 8 oz.
43 lb. 1 oz.-65 lb.
50 lb. 1 oz.-75 lb.
58 lb. 1 oz.-87 lb. 8 oz.
66 lb. 9 oz. -100 lb.
76 lb. 9 oz. -115 lb.
86 lb. 9 oz. -130 lb.
100 lb. 1 oz.-150 lb.
116 lb. 9 oz. -175 lb.
133 lb. 1 oz.-200 lb.
153 lb. 1 oz.-230 lb.
173 lb. 1 oz.-260 lb.
200 lb. 1 oz.-300 lb.
233 lb. 1 oz.-350 lb.
266 lb. 9 oz.-400 lb.
306 lb. 9 oz.-460 lb.
346 lb. 9 oz.-520 lb.
400 lb. 1 oz.-600 lb.
466 lb. 9 oz. -700 lb.
532 lb. 1 oz.-800 lb.
Small Biped Carrying Capacity
Strength Score
Light Load
1
2 lb. 4 oz. or less
2
4 lb. 8 oz. or less
3
7 lb. 8 oz. or less
4
9 lb. 12 oz. or less
5
12 lb. or less
6
15 lb. or less
7
17 lb. 4 oz. or less
8
19 lb. 8 oz. or less
9
22 lb. 8 oz. or less
10
24 lb. 12 oz. or less
11
28 lb. 8 oz. or less
12
32 lb. 4 oz. or less
13
37 lb. 8 oz. or less
14
43 lb. 8 oz. or less
15
49 lb. 8 oz. or less
16
57 lb. or less
17
64 lb. 8 oz. or less
18
75 lb. or less
19
87 lb. or less
20
99 lb. 12 oz. or less
21
114 lb. 12 oz. or less
22
129 lb. 12 oz. or less
23
150 lb. or less
24
174 lb. 12 oz. or less
25
199 lb. 8 oz. or less
26
229 lb. 8 oz. or less
27
259 lb. 8 oz. or less
28
300 lb. or less
29
349 lb. 8 oz. or less
30
399 lb. or less
Medium Load
2 lb. 5 oz-4 lb. 8 oz.
4 lb. 9 oz.-9 lb. 12 oz.
7 lb. 9 oz.-15 lb.
9 lb. 13 oz.-19 lb. 8 oz.
12 lb. 1 oz.-24 lb. 12 oz.
15 lb. 1 oz.-30 lb.
17 lb. 5 oz.-34 lb. 8 oz.
19 lb. 9 oz.-39 lb. 12 oz.
22 lb. 9 oz.-45 lb.
24 lb. 13 oz.-49 lb. 8 oz.
28 lb. 9 oz.-57 lb.
32 lb. 5 oz.-64 lb. 8 oz.
37 lb. 9 oz.-75 lb.
43 lb. 9 oz.-87 lb.
49 lb. 9 oz.-99 lb. 12 oz.
57 lb. 1 oz.-114 lb. 12 oz.
64 lb. 9 oz.-129 lb. 12 oz.
75 lb. 1 oz.-150 lb.
87 lb. 1 oz.-174 lb. 12 oz.
99 lb. 13 oz.-199 lb. 8 oz.
114 lb. 13 oz.-229 lb. 8 oz.
129 lb. 13 oz.-259 lb. 8 oz.
150 lb. 1 oz.-300 lb.
174 lb. 13 oz.-349 lb. 8 oz.
199 lb. 9 oz.-399 lb. 12 oz.
229 lb. 9 oz.-459 lb. 12 oz.
259 lb. 9 oz.-519 lb. 12 oz.
300 lb. 1 oz.-600 lb.
349 lb. 9 oz.-699 lb. 12 oz.
399 lb. 1 oz.-798 lb.
Heavy Load
4 lb. 9 oz.-7 lb. 8 oz.
9 lb. 13 oz.-15 lb.
15 lb. 1 oz.-22 lb. 8 oz.
19 lb. 9 oz.-30 lb.
24 lb. 13 oz.-37 lb. 8 oz.
30 lb. 1 oz.-45 lb.
34 lb. 9 oz.-52 lb. 8 oz.
39 lb. 13 oz.-60 lb.
45 lb. 1 oz.-67 lb. 8 oz.
49 lb. 9 oz.-75 lb.
57 lb. 1 oz.-86 lb. 4 oz.
64 lb. 9 oz.-97 lb. 8 oz.
75 lb. 1 oz.-112 lb. 8 oz.
87 lb. 1 oz.-131 lb. 4 oz.
99 lb. 13 oz.-150 lb.
114 lb. 13 oz.-172 lb. 8 oz.
129 lb. 13 oz.-195 lb.
150 lb. 1 oz.-225 lb.
174 lb. 13 oz.-262 lb. 8 oz.
199 lb. 9 oz.-300 lb.
229 lb. 9 oz.-345 lb.
259 lb. 9 oz.-390 lb.
300 lb. 1 oz.-450 lb.
349 lb. 9 oz.-525 lb.
399 lb. 13 oz.-600 lb.
459 lb. 13 oz.-690 lb.
519 lb. 13 oz.-780 lb.
600 lb. 1 oz.-900 lb.
699 lb. 13 oz.-1,050 lb.
798 lb. 1 oz.-1,200 lb.
151
Large Biped Carrying Capacity
Strength Score
Light Load
1
6 lb. or less
2
12 lb. or less
3
20 lb. or less
4
26 lb. or less
5
32 lb. or less
6
40 lb. or less
7
46 lb. or less
8
52 lb. or less
9
60 lb. or less
10
66 lb. or less
11
76 lb. or less
12
86 lb. or less
13
100 lb. or less
14
116 lb. or less
15
132 lb. or less
16
152 lb. or less
17
172 lb. or less
18
200 lb. or less
19
232 lb. or less
20
266 lb. or less
21
306 lb. or less
22
346 lb. or less
23
400 lb. or less
24
466 lb. or less
25
532 lb. or less
26
612 lb. or less
27
692 lb. or less
28
800 lb. or less
29
932 lb. or less
30
1,064 lb. or less
Medium Load
7 lb.-12 lb.
13 lb.-26 lb.
21 lb.-40 lb.
27 lb.-52 lb.
33 lb.-66 lb.
41 lb.-80 lb.
47 lb.-92 lb.
53 lb.-106 lb.
61 lb.-120 lb.
67 lb.-132 lb.
77 lb.-152 lb.
87 lb.-172 lb.
101 lb.-200 lb.
117 lb.-232 lb.
133 lb.-266 lb.
153 lb.-306 lb.
173 lb.-346 lb.
201 lb.-400 lb.
233 lb.-466 lb.
267 lb.-532 lb.
307 lb.-612 lb.
347 lb.-692 lb.
401 lb.-800 lb.
467 lb.-932 lb.
533 lb.-1,066 lb.
613 lb.-1,226 lb.
693 lb.-1,386 lb.
801 lb.-1,600 lb.
933 lb.-1,866 lb.
1,065 lb.-2,128 lb.
Heavy Load
13 lb.-20 lb.
27 lb.-40 lb.
41 lb.-60 lb.
53 lb.-80 lb.
67 lb.-100 lb.
81 lb.-120 lb.
93 lb.-140 lb.
107 lb.-160 lb.
121 lb.-180 lb.
133 lb.-200 lb.
153 lb.-230 lb.
173 lb.-260 lb.
201 lb.-300 lb.
233 lb.-350 lb.
267 lb.-400 lb.
307 lb.-460 lb.
347 lb.-520 lb.
401 lb.-600 lb.
467 lb.-700 lb.
533 lb.-800 lb.
613 lb.-920 lb.
693 lb.-1,040 lb.
801 lb.-1,200 lb.
933 lb.-1,400 lb.
1,067 lb.-1,600 lb.
1,227 lb.-1,840 lb.
1,387 lb.-2,080 lb.
1,601 lb.-2,400 lb.
1,867 lb.-2,800 lb.
2,129 lb.-3,200 lb.
Medium Load
13 lb.-24 lb.
25 lb.-52 lb.
41 lb.-80 lb.
53 lb.-104 lb.
65 lb.-132 lb.
81 lb.-160 lb.
93 lb.-184 lb.
105 lb.-212 lb.
121 lb.-240 lb.
133 lb.-264 lb.
153 lb.-304 lb.
173 lb.-344 lb.
201 lb.-400 lb.
233 lb.-464 lb.
265 lb.-532 lb.
305 lb.-612 lb.
345 lb.-692 lb.
401 lb.-800 lb.
465 lb.-932 lb.
533 lb.-1,064 lb.
613 lb.-1,224 lb.
693 lb.-1,384 lb.
801 lb.-1,600 lb.
933 lb.-1,864 lb.
1,065 lb.-2,132 lb.
1,225 lb.-2,452 lb.
1,385 lb.-2,772 lb.
1,601 lb.-3,200 lb.
1,865 lb.-3,732 lb.
2,129 lb.-4,256 lb.
Heavy Load
25 lb.-40 lb.
53 lb.-80 lb.
81 lb.-120 lb.
105 lb.-160 lb.
133 lb.-200 lb.
161 lb.-240 lb.
185 lb.-280 lb.
213 lb.-320 lb.
241 lb.-360 lb.
265 lb.-400 lb.
305 lb.-460 lb.
345 lb.-520 lb.
401 lb.-600 lb.
465 lb.-700 lb.
533 lb.-800 lb.
613 lb.-920 lb.
693 lb.-1,040 lb.
801 lb.-1,200 lb.
933 lb.-1,400 lb.
1,065 lb.-1,600 lb.
1,225 lb.-1,840 lb.
1,385 lb.-2,080 lb.
1,601 lb.-2,400 lb.
1,865 lb.-2,800 lb.
2,133 lb.-3,200 lb.
2,453 lb.-3,680 lb.
2,773 lb.-4,160 lb.
3,201 lb.-4,800 lb.
3,733 lb.-5,600 lb.
4,257 lb.-6,400 lb.
Huge Biped Carrying Capacity
Strength Score
Light Load
1
12 lb. or less
2
24 lb. or less
3
40 lb. or less
4
52 lb. or less
5
64 lb. or less
6
80 lb. or less
7
92 lb. or less
8
104 lb. or less
9
120 lb. or less
10
132 lb. or less
11
152 lb. or less
12
172 lb. or less
13
200 lb. or less
14
232 lb. or less
15
264 lb. or less
16
304 lb. or less
17
344 lb. or less
18
400 lb. or less
19
464 lb. or less
20
532 lb. or less
21
612 lb. or less
22
692 lb. or less
23
800 lb. or less
24
932 lb. or less
25
1,064 lb. or less
26
1,224 lb. or less
27
1,384 lb. or less
28
1,600 lb. or less
29
1,864 lb. or less
30
2,128 lb. or less
152
Gargantuan Biped Carrying Capacity
Strength Score
Light Load
1
24 lb. or less
2
48 lb. or less
3
80 lb. or less
4
104 lb. or less
5
128 lb. or less
6
160 lb. or less
7
184 lb. or less
8
208 lb. or less
9
240 lb. or less
10
264 lb. or less
11
304 lb. or less
12
344 lb. or less
13
400 lb. or less
14
464 lb. or less
15
528 lb. or less
16
608 lb. or less
17
688 lb. or less
18
800 lb. or less
19
928 lb. or less
20
1,064 lb. or less
21
1,224 lb. or less
22
1,384 lb. or less
23
1,600 lb. or less
24
1,864 lb. or less
25
2,128 lb. or less
26
2,448 lb. or less
27
2,768 lb. or less
28
3,200 lb. or less
29
3,728 lb. or less
30
4,256 lb. or less
Medium Load
25 lb.-48 lb.
49 lb.-104 lb.
81 lb.-160 lb.
105 lb.-208 lb.
129 lb.-264 lb.
161 lb.-320 lb.
185 lb.-368 lb.
209 lb.-424 lb.
241 lb.-480 lb.
265 lb.-528 lb.
305 lb.-608 lb.
345 lb.-688 lb.
401 lb.-800 lb.
465 lb.-928 lb.
529 lb.-1,064 lb.
609 lb.-1,224 lb.
689 lb.-1,384 lb.
801 lb.-1,600 lb.
929 lb.-1,864 lb.
1,065 lb.-2,128 lb.
1,225 lb.-2,448 lb.
1,385 lb.-2,768 lb.
1,601 lb.-3,200 lb.
1,865 lb.-3,728 lb.
2,129 lb.-4,264 lb.
2,449 lb.-4,904 lb.
2,769 lb.-5,544 lb.
3,201 lb.-6,400 lb.
3,729 lb.-7,464 lb.
4,257 lb.-8,512 lb.
Heavy Load
49 lb.-80 lb.
105 lb.-160 lb.
161 lb.-240 lb.
209 lb.-320 lb.
265 lb.-400 lb.
321 lb.-480 lb.
369 lb.-560 lb.
425 lb.-640 lb.
481 lb.-720 lb.
529 lb.-800 lb.
609 lb.-920 lb.
689 lb.-1,040 lb.
801 lb.-1,200 lb.
929 lb.-1,400 lb.
1,065 lb.-1,600 lb.
1,225 lb.-1,840 lb.
1,385 lb.-2,080 lb.
1,601 lb.-2,400 lb.
1,865 lb.-2,800 lb.
2,129 lb.-3,200 lb.
2,449 lb.-3,680 lb.
2,769 lb.-4,160 lb.
3,201 lb.-4,800 lb.
3,729 lb.-5,600 lb.
4,265 lb.-6,400 lb.
4,905 lb.-7,360 lb.
5,545 lb.-8,320 lb.
6,401 lb.-9,600 lb.
7,465 lb.-11,200 lb.
8,513 lb.-12,800 lb.
Colossal Biped Carrying Capacity
Strength Score
Light Load
1
48 lb. or less
2
96 lb. or less
3
160 lb. or less
4
208 lb. or less
5
256 lb. or less
6
320 lb. or less
7
368 lb. or less
8
416 lb. or less
9
480 lb. or less
10
528 lb. or less
11
608 lb. or less
12
688 lb. or less
13
800 lb. or less
14
928 lb. or less
15
1,056 lb. or less
16
1,216 lb. or less
17
1,376 lb. or less
18
1,600 lb. or less
19
1,856 lb. or less
20
2,128 lb. or less
21
2,448 lb. or less
22
2,768 lb. or less
23
3,200 lb. or less
24
3,728 lb. or less
25
4,256 lb. or less
26
4,896 lb. or less
27
5,536 lb. or less
28
6,400 lb. or less
29
7,456 lb. or less
30
8,512 lb. or less
Medium Load
49 lb.-96 lb.
97 lb.-208 lb.
161 lb.-320 lb.
209 lb.-416 lb.
257 lb.-528 lb.
321 lb.-640 lb.
369 lb.-736 lb.
417 lb.-848 lb.
481 lb.-960 lb.
529 lb.-1,056 lb.
609 lb.-1,216 lb.
689 lb.-1,376 lb.
801 lb.-1,600 lb.
929 lb.-1,856 lb.
1,057 lb.-2,128 lb.
1,217 lb.-2,448 lb.
1,377 lb.-2,768 lb.
1,601 lb.-3,200 lb.
1,857 lb.-3,728 lb.
2,129 lb.-4,256 lb.
2,449 lb.-4,896 lb.
2,769 lb.-5,536 lb.
3,201 lb.-6,400 lb.
3,729 lb.-7,456 lb.
4,257 lb.-8,528 lb.
4,897 lb.-9,808 lb.
5,537 lb.-11,088 lb.
6,401 lb.-12,800 lb.
7,457 lb.-14,928 lb.
8,513 lb.-17,024 lb.
Heavy Load
97 lb.-160 lb.
209 lb.-320 lb.
321 lb.-480 lb.
417 lb.-640 lb.
529 lb.-800 lb.
641 lb.-960 lb.
737 lb.-1,120 lb.
849 lb.-1,280 lb.
961 lb.-1,440 lb.
1,057 lb.-1,600 lb.
1,217 lb.-1,840 lb.
1,377 lb.-2,080 lb.
1,601 lb.-2,400 lb.
1,857 lb.-2,800 lb.
2,129 lb.-3,200 lb.
2,449 lb.-3,680 lb.
2,769 lb.-4,160 lb.
3,201 lb.-4,800 lb.
3,729 lb.-5,600 lb.
4,257 lb.-6,400 lb.
4,897 lb.-7,360 lb.
5,537 lb.-8,320 lb.
6,401 lb.-9,600 lb.
7,457 lb.-11,200 lb.
8,529 lb.-12,800 lb.
9,809 lb.-14,720 lb.
11,089 lb.-16,640 lb.
12,801 lb.-19,200 lb.
14,929 lb.-22,400 lb.
17,025 lb.-25,600 lb.
153
What Is a Quadruped?
Most quadrupeds literally move on four limbs. For purposes of carrying capacity, creatures that literally use their whole bodies
to move, such as snakes and fish, also should be treated as quadrupeds. Most creatures of the following types are
quadrupeds, or should be treated as such when determining how much they can carry: animals, dragons, magical beasts,
oozes, and vermin.
As noted last week, some animals, such as avians, should use biped carrying capacities because of the way they move. Be
alert for other exceptions. For example, a wyvern has a basically avian body layout (two legs, two wings) and should use a
biped's carrying capacity. Most flying creatures fly on only two wings, but move over land on at least four legs (dragons and
many flying vermin, for example). In these cases, it's easiest to use quadruped carrying capacity even when the creature is
aloft. (Besides, dragons are famous for their sheer physical power, and many vermin have two pairs of wings.) Many
constructs should be treated as quadrupeds when calculating carrying capacity. Some outsiders are quadrupeds, as noted last
week. Some aberrations have basically horizontal body layouts (delvers, for example), and should use quadruped carrying
capacities.
 From the page 162 of the Player's Handbook:
Quadrupeds, such as horses, can carry heavier loads than characters can. Instead of the multipliers given above, multiply the
value corresponding to the creature's Strength score from Table 9-1 by the appropriate modifier, as follows: Fine x1/4,
Diminutive x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan x12, Colossal x24.
Fine Quadruped Carrying Capacity
Strength Score
Light Load
1
12 oz. or less
2
1 lb. 8 oz. or less
3
2 lb. 8 oz. or less
4
3 lb. 4 oz. or less
5
4 lb. or less
6
5 lb. or less
7
5 lb. 12 oz. or less
8
6 lb. 8 oz. or less
9
7 lb. 8 oz. or less
10
8 lb. 4 oz. or less
11
9 lb. 8 oz. or less
12
10 lb. 12 oz. or less
13
12 lb. 8 oz. or less
14
14 lb. 8 oz. or less
15
16 lb. 8 oz. or less
16
19 lb. or less
17
21 lb. 8 oz. or less
18
25 lb. or less
19
29 lb. or less
20
33 lb. 4 oz. or less
21
38 lb. 4 oz. or less
22
43 lb. 4 oz. or less
23
50 lb. or less
24
58 lb. 4 oz. or less
25
66 lb. 8 oz. or less
26
76 lb. 8 oz. or less
27
86 lb. 8 oz. or less
28
100 lb. or less
29
116 lb. 8 oz. or less
30
133 lb. or less
Medium Load
13 oz.-1 lb. 8 oz.
1 lb. 9 oz.-3 lb. 4 oz.
2 lb. 9 oz.-5 lb.
3 lb. 5 oz.-6 lb. 8 oz.
4 lb. 1 oz.-8 lb. 4 oz.
5 lb. 1 oz.-10 lb.
5 lb. 13 oz.-11 lb. 8 oz.
6 lb. 9 oz.-13 lb. 4 oz.
7 lb. 9 oz.-15 lb.
8 lb. 5 oz.-16 lb. 8 oz.
9 lb. 9 oz.-19 lb.
10 lb. 13 oz.-21 lbs. 8 oz.
12 lb. 9 oz.-25 lb.
14 lb. 9 oz.-29 lb.
16 lb. 9 oz.-33 lb. 4 oz.
19 lb. 1 oz.-38 lb. 4 oz.
21 lb. 9 oz.-43 lb. 4 oz.
25 lb. 1 oz.-50 lb.
29 lb. 1 oz.-58 lb. 4 oz.
33 lb. 5 oz.-66 lb. 8 oz.
38 lb. 5 oz.-76 lb. 8 oz.
43 lb. 5 oz.-86 lb. 8 oz.
50 lb. 1 oz.-100 lb.
58 lb. 5 oz.-116 lb. 8 oz.
66 lb. 9 oz.-133 lb. 4 oz.
76 lb. 9 oz.-153 lb. 4 oz.
86 lb. 9 oz.-173 lb. 4 oz.
100 lb. 1 oz.-200 lb.
116 lb. 9 oz.-233 lb. 4 oz.
133 lb.1 oz.-266 lb.
Heavy Load
1 lb. 9 oz.-2 lb. 8 oz.
3 lb. 5 oz.-5 lb.
5 lb. 1 oz.-7 lb. 8 oz.
6 lb. 9 oz.-10 lb.
8 lb. 5 oz.-12 lb. 8 oz.
10 lb. 1 oz.-15 lb.
11 lb. 9 oz.-17 lb. 8 oz.
13 lb. 5 oz.-20 lb.
15 lb. 1 oz.-22 lb. 8 oz.
16 lb. 9 oz.-25 lb.
19 lb. 1 oz.-28 lb.12 oz.
21 lb. 9 oz.-32 lb. 8 oz.
25 lb. 1 oz.-37 lb. 8 oz.
29 lb. 1 oz.-43 lb. 12 oz.
33 lb. 5 oz.-50 lb.
38 lb. 5 oz.-57 lb. 8 oz.
43 lb. 5 oz.-65 lb.
50 lb. 1 oz.-75 lb.
58 lb. 5 oz.-87 lb. 8 oz.
66 lb. 9 oz.-100 lb.
76 lb. 9 oz.-115 lb.
86 lbs .9 oz.-130 lb.
100 lb. 1 oz.-150 lb.
116 lb. 9 oz.-175 lb.
133 lb. 5 oz.-200 lb.
153 lb. 5 oz.-230 lb.
173 lb. 5 oz.-260 lb.
200 lb. 1 oz.-300 lb.
233 lb. 5 oz.-350 lb.
266 lb. 1 oz.-400 lb.
154
Diminutive Quadruped Carrying Capacity
Strength Score
Light Load
1
1 lb. 8 oz. or less
2
3 lb. or less
3
5 lb. or less
4
6 lb. 8 oz. or less
5
8 lb. or less
6
10 lb. or less
7
11 lb. 8 oz. or less
8
13 lb. or less
9
15 lb. or less
10
16 lb. 8 oz. or less
11
19 lb. or less
12
21 lb. 8 oz. or less
13
25 lb. or less
14
29 lb. or less
15
33 lb. or less
16
38 lb. or less
17
43 lb. or less
18
50 lb. or less
19
58 lb. or less
20
66 lb. 8 oz. or less
21
76 lb. 8 oz. or less
22
86 lb. 8 oz. or less
23
100 lb. or less
24
116 lb. 8 oz. or less
25
133 lb. or less
26
153 lb. or less
27
173 lb. or less
28
200 lb. or less
29
233 lb. or less
30
266 lb. or less
Medium Load
1 lb. 9 oz-3 lb.
3 lb. 1 oz.-6 lb. 8 oz.
5 lb. 1 oz.-10 lb.
6 lb. 9 oz.-13 lb.
8 lb. 1 oz.-16 lb. 8 oz.
10 lb. 1 oz.-20 lb.
11 lb. 9 oz.-23 lb.
13 lb. 1 oz.-26 lb. 8 oz.
15 lb. 1 oz.-30 lb.
16 lb. 9 oz. -33 lb.
19 lb. 1 oz.-38 lb.
21 lb. 9 oz. -43 lb.
25 lb. 1 oz.-50 lb.
29 lb. 1 oz.-58 lb.
33 lb. 1 oz.-66 lb. 8 oz.
38 lb. 1 oz.-76 lb. 8 oz.
43 lb. 1 oz.-86 lb. 8 oz.
50 lb. 1 oz.-100 lb.
58 lb. 1 oz.-116 lb. 8 oz.
66 lb. 9 oz.-133 lb.
76 lb. 9 oz.-153 lb.
86 lb. 9 oz.-173 lb.
100 lb. 1 oz.-200 lb.
116 lb. 9 oz.-233 lb.
133 lb. 1 oz.-266 lb. 8 oz.
153 lb. 1 oz.-306 lb. 8 oz.
173 lb. 1 oz.-346 lb. 8 oz.
200 lb. 1 oz.-400 lb.
233 lb. 1 oz.-466 lb. 8 oz.
266 lb. 1 oz.-532 lb.
Heavy Load
3 lb. 1 oz.-5 lb.
6 lb. 9 oz.-10 lb.
10 lb. 1 oz.-15 lb.
13 lb. 1 oz.-20 lb.
16 lb. 9 oz.-25 lb.
20 lb. 1 oz.-30 lb.
23 lb. 1 oz.-35 lb.
26 lb. 9 oz. -40 lb.
30 lb. 1 oz.-45 lb.
33 lb. 1 oz.-50 lb.
38 lb. 1 oz.-57 lb. 8 oz.
43 lb. 1 oz.-65 lb.
50 lb. 1 oz.-75 lb.
58 lb. 1 oz.-87 lb. 8 oz.
66 lb. 9 oz. -100 lb.
76 lb. 9 oz. -115 lb.
86 lb. 9 oz. -130 lb.
100 lb. 1 oz.-150 lb.
116 lb. 9 oz. -175 lb.
133 lb. 1 oz.-200 lb.
153 lb. 1 oz.-230 lb.
173 lb. 1 oz.-260 lb.
200 lb. 1 oz.-300 lb.
233 lb. 1 oz.-350 lb.
266 lb. 9 oz.-400 lb.
306 lb. 9 oz.-460 lb.
346 lb. 9 oz.-520 lb.
400 lb. 1 oz.-600 lb.
466 lb. 9 oz. -700 lb.
532 lb. 1 oz.-800 lb.
Tiny Quadruped Carrying Capacity
Strength Score
Light Load
1
2 lb. 4 oz. or less
2
4 lb. 8 oz. or less
3
7 lb. 8 oz. or less
4
9 lb. 12 oz. or less
5
12 lb. or less
6
15 lb. or less
7
17 lb. 4 oz. or less
8
19 lb. 8 oz. or less
9
22 lb. 8 oz. or less
10
24 lb. 12 oz. or less
11
28 lb. 8 oz. or less
12
32 lb. 4 oz. or less
13
37 lb. 8 oz. or less
14
43 lb. 8 oz. or less
15
49 lb. 8 oz. or less
16
57 lb. or less
17
64 lb. 8 oz. or less
18
75 lb. or less
19
87 lb. or less
20
99 lb. 12 oz. or less
21
114 lb. 12 oz. or less
22
129 lb. 12 oz. or less
23
150 lb. or less
24
174 lb. 12 oz. or less
25
199 lb. 8 oz. or less
26
229 lb. 8 oz. or less
27
259 lb. 8 oz. or less
28
300 lb. or less
29
349 lb. 8 oz. or less
30
399 lb. or less
Medium Load
2 lb. 5 oz-4 lb. 8 oz.
4 lb. 9 oz.-9 lb. 12 oz.
7 lb. 9 oz.-15 lb.
9 lb. 13 oz.-19 lb. 8 oz.
12 lb. 1 oz.-24 lb. 12 oz.
15 lb. 1 oz.-30 lb.
17 lb. 5 oz.-34 lb. 8 oz.
19 lb. 9 oz.-39 lb. 12 oz.
22 lb. 9 oz.-45 lb.
24 lb. 13 oz.-49 lb. 8 oz.
28 lb. 9 oz.-57 lb.
32 lb. 5 oz.-64 lb. 8 oz.
37 lb. 9 oz.-75 lb.
43 lb. 9 oz.-87 lb.
49 lb. 9 oz.-99 lb. 12 oz.
57 lb. 1 oz.-114 lb. 12 oz.
64 lb. 9 oz.-129 lb. 12 oz.
75 lb. 1 oz.-150 lb.
87 lb. 1 oz.-174 lb. 12 oz.
99 lb. 13 oz.-199 lb. 8 oz.
114 lb. 13 oz.-229 lb. 8 oz.
129 lb. 13 oz.-259 lb. 8 oz.
150 lb. 1 oz.-300 lb.
174 lb. 13 oz.-349 lb. 8 oz.
199 lb. 9 oz.-399 lb. 12 oz.
229 lb. 9 oz.-459 lb. 12 oz.
259 lb. 9 oz.-519 lb. 12 oz.
300 lb. 1 oz.-600 lb.
349 lb. 9 oz.-699 lb. 12 oz.
399 lb. 1 oz.-798 lb.
Heavy Load
4 lb. 9 oz.-7 lb. 8 oz.
9 lb. 13 oz.-15 lb.
15 lb. 1 oz.-22 lb. 8 oz.
19 lb. 9 oz.-30 lb.
24 lb. 13 oz.-37 lb. 8 oz.
30 lb. 1 oz.-45 lb.
34 lb. 9 oz.-52 lb. 8 oz.
39 lb. 13 oz.-60 lb.
45 lb. 1 oz.-67 lb. 8 oz.
49 lb. 9 oz.-75 lb.
57 lb. 1 oz.-86 lb. 4 oz.
64 lb. 9 oz.-97 lb. 8 oz.
75 lb. 1 oz.-112 lb. 8 oz.
87 lb. 1 oz.-131 lb. 4 oz.
99 lb. 13 oz.-150 lb.
114 lb. 13 oz.-172 lb. 8 oz.
129 lb. 13 oz.-195 lb.
150 lb. 1 oz.-225 lb.
174 lb. 13 oz.-262 lb. 8 oz.
199 lb. 9 oz.-300 lb.
229 lb. 9 oz.-345 lb.
259 lb. 9 oz.-390 lb.
300 lb. 1 oz.-450 lb.
349 lb. 9 oz.-525 lb.
399 lb. 13 oz.-600 lb.
459 lb. 13 oz.-690 lb.
519 lb. 13 oz.-780 lb.
600 lb. 1 oz.-900 lb.
699 lb. 13 oz.-1,050 lb.
798 lb. 1 oz.-1,200 lb.
155
Small Quadruped Carrying Capacity
Strength Score
Light Load
1
3 lb. or less
2
6 lb. or less
3
10 lb. or less
4
13 lb. or less
5
16 lb. or less
6
20 lb. or less
7
23 lb. or less
8
26 lb. or less
9
30 lb. or less
10
33 lb. or less
11
38 lb. or less
12
43 lb. or less
13
50 lb. or less
14
58 lb. or less
15
66 lb. or less
16
76 lb. or less
17
86 lb. or less
18
100 lb. or less
19
116 lb. or less
20
133 lb. or less
21
153 lb. or less
22
173 lb. or less
23
200 lb. or less
24
233 lb. or less
25
266 lb. or less
26
306 lb. or less
27
346 lb. or less
28
400 lb. or less
29
466 lb. or less
30
532 lb. or less
Medium Load
4 lb.-6 lb.
7 lb.-13 lb.
11 lb.-20 lb.
14 lb.-26 lb.
17 lb.-33 lb.
21 lb.-40 lb.
24 lb.-46 lb.
27 lb.-53 lb.
31 lb.-60 lb.
34 lb.-66 lb.
39 lb.-76 lb.
44 lb.-86 lb.
51 lb.-100 lb.
59 lb.-116 lb.
67 lb.-133 lb.
77 lb.-153 lb.
87 lb.-173 lb.
101 lb.-200 lb.
117 lb.-233 lb.
134 lb.-266 lb.
154 lb.-306 lb.
174 lb.-346 lb.
201 lb.-400 lb.
234 lb.-466 lb.
267 lb.-533 lb.
307 lb.-613 lb.
347 lb.-693 lb.
401 lb.-800 lb.
467 lb.-933 lb.
533 lb.-1,064 lb.
Heavy Load
7 lb.-10 lb.
14 lb.-20 lb.
21 lb.-30 lb.
27 lb.-40 lb.
34 lb.-50 lb.
41 lb.-60 lb.
47 lb.-70 lb.
54 lb.-80 lb.
61 lb.-90 lb.
67 lb.-100 lb.
77 lb.-115 lb.
87 lb.-130 lb.
101 lb.-150 lb.
117 lb.-175 lb.
134 lb.-200 lb.
154 lb.-230 lb.
174 lb.-260 lb.
201 lb.-300 lb.
234 lb.-350 lb.
267 lb.-400 lb.
307 lb.-460 lb.
347 lb.-520 lb.
401 lb.-600 lb.
467 lb.-700 lb.
534 lb.-800 lb.
614 lb.-920 lb.
694 lb.-1,040 lb.
801 lb.-1,200 lb.
934 lb.-1,400 lb.
1,065 lb.-1,600 lb.
Medium Quadruped Carrying Capacity
Strength Score
Light Load
1
4 lb. 8 oz. or less
2
9 lb. or less
3
15 lb. or less
4
19 lb. 8 oz. or less
5
24 lb. or less
6
30 lb. or less
7
34 lb. 8 oz. or less
8
39 lb. or less
9
45 lb. or less
10
49 lb. 8 oz. or less
11
57 lb. or less
12
64 lb. 8 oz. or less
13
75 lb. or less
14
87 lb. or less
15
99 lb. or less
16
114 lb. or less
17
129 lb. or less
18
150 lb. or less
19
174 lb. or less
20
199 lb. 8 oz. or less
21
229 lb. 8 oz. or less
22
259 lb. 8 oz. or less
23
300 lb. or less
24
349 lb. 8 oz. or less
25
399 lb. or less
26
459 lb. or less
27
519 lb. or less
28
600 lb. or less
29
699 lb. or less
30
798 lb. or less
Medium Load
4 lb. 9 oz.-9 lb.
9 lb. 1 oz.-19 lb. 8 oz.
15 lb. 1 oz.-30 lb.
19 lb. 9 oz.-39 lb.
24 lb. 1 oz.-49 lb. 8 oz.
30 lb. 1 oz.-60 lb.
34 lb. 9 oz.-69 lb.
39 lb. 1 oz.-79 lb. 8 oz.
45 lb. 1 oz.-90 lb.
49 lb. 8 oz.-99 lb.
57 lb. 1 oz.-114 lb.
64 lb. 9 oz.-129 lb.
75 lb.1 oz.-150 lb.
87 lb. 1 oz.-174 lb.
99 lb. 1 oz.-199 lb. 8 oz.
114 lb. 1 oz.-229 lb. 8 oz.
129 lb. 1 oz.-259 lb. 8 oz.
150 lb. 1 oz.-300 lb.
174 lb. 1 oz.-349 lb. 8 oz.
199 lb. 9 oz.-399 lb.
229 lb. 9 oz.-459 lb.
259 lb. 9 oz.-519 lb.
300 lb. 1 oz.-600 lb.
349 lb. 9 oz.-699 lb.
399 lb. 1 oz.-799 lb. 8 oz.
459 lb. 1 oz.-919 lb. 8 oz.
519 lb. 1 oz.-1,039 lb. 8 oz.
600 lb. 1 oz.-1,200 lb.
699 lb. 1 oz.-1,399 lb. 8 oz.
798 lb. 1 oz.-1,596 lb.
Heavy Load
9 lb. 1 oz.-15 lb.
19 lb. 9 oz.-30 lb.
30 lb. 1 oz.-45 lb.
39 lb. 1 oz.-60 lb.
49 lb. 9 oz.-75 lb.
60 lb. 1 oz.-90 lb.
69 lb. 1 oz.-105 lb.
79 lb. 9 oz.-120 lb.
90 lb. 1 oz.-135 lb.
99 lb. 1 oz.-150 lb.
114 lb.1 oz.-172 lb. 8 oz.
129 lb. 1 oz.-195 lb.
150 lb. 1 oz.-225 lb.
174 lb. 1 oz.-262 lb. 8 oz.
199 lb. 9 oz.-300 lb.
229 lb. 9 oz.-345 lb.
259 lb. 9 oz.-390 lb.
300 lb. 1 oz.-450 lb.
349 lb. 9 oz.-525 lb.
399 lb. 1 oz.-600 lb.
459 lb. 1 oz.-690 lb.
519 lb. 1 oz.-780 lb.
600 lb. 1 oz.-900 lb.
699 lb. 1 oz.-1,050 lb.
799 lb. 9 oz.-1,200 lb.
919 lb. 9 oz-1,380 lb.
1039 lb. 9 oz.-1,560 lb.
1,200 lb. 1 oz.-1,800 lb.
1,399 lb. 9 oz.-2,100 lb.
1,596 lb. 1 oz.-2,400 lb.
156
Large Quadruped Carrying Capacity
Strength Score
Light Load
1
9 lb. or less
2
18 lb. or less
3
30 lb. or less
4
39 lb. or less
5
48 lb. or less
6
60 lb. or less
7
69 lb. or less
8
78 lb. or less
9
90 lb. or less
10
99 lb. or less
11
114 lb. or less
12
129 lb. or less
13
150 lb. or less
14
174 lb. or less
15
198 lb. or less
16
228 lb. or less
17
258 lb. or less
18
300 lb. or less
19
348 lb. or less
20
399 lb. or less
21
459 lb. or less
22
519 lb. or less
23
600 lb. or less
24
699 lb. or less
25
798 lb. or less
26
918 lb. or less
27
1,038 lb. or less
28
1,200 lb. or less
29
1,398 lb. or less
30
1,596 lb. or less
Medium Load
10 lb.-18 lb.
19 lb.-39 lb.
31 lb.-60 lb.
40 lb.-78 lb.
49 lb.-99 lb.
61 lb.-120 lb.
70 lb.-138 lb.
79 lb.-159 lb.
91 lb.-180 lb.
100 lb.-198 lb.
115 lb.-228 lb.
130 lb.-258 lb.
151 lb.-300 lb.
175 lb.-348 lb.
199 lb.-399 lb.
229 lb.-459 lb.
259 lb.-519 lb.
301 lb.-600 lb.
349 lb.-699 lb.
400 lb.-798 lb.
460 lb.-918 lb.
520 lb.-1,038 lb.
601 lb.-1,200 lb.
700 lb.-1,398 lb.
799 lb.-1,599 lb.
919 lb.-1,839 lb.
1,039 lb.-2,079 lb.
1,201 lb.-2,400 lb.
1,399 lb.-2,799 lb.
1,597 lb.-3,192 lb.
Heavy Load
19 lb.-30 lb.
40 lb.-60 lb.
61 lb.-90 lb.
79 lb.-120 lb.
100 lb.-150 lb.
121 lb.-180 lb.
139 lb.-210 lb.
160 lb.-240 lb.
181 lb.-270 lb.
199 lb.-300 lb.
229 lb.-345 lb.
259 lb.-390 lb.
301 lb.-450 lb.
349 lb.-525 lb.
400 lb.-600 lb.
460 lb.-690 lb.
520 lb.-780 lb.
601 lb.-900 lb.
700 lb.-1,050 lb.
799 lb.-1,200 lb.
919 lb.-1,380 lb.
1,039 lb.-1,560 lb.
1,201 lb.-1,800 lb.
1,399 lb.-2,100 lb.
1,600 lb.-2,400 lb.
1,840 lb.-2,760 lb.
2,080 lb.-3,120 lb.
2,401 lb.-3,600 lb.
2,800 lb.-4,200 lb.
3,193 lb.-4,800 lb.
Huge Quadruped Carrying Capacity
Strength Score
Light Load
1
18 lb. or less
2
36 lb. or less
3
60 lb. or less
4
78 lb. or less
5
96 lb. or less
6
120 lb. or less
7
138 lb. or less
8
156 lb. or less
9
180 lb. or less
10
198 lb. or less
11
228 lb. or less
12
258 lb. or less
13
300 lb. or less
14
348 lb. or less
15
396 lb. or less
16
456 lb. or less
17
516 lb. or less
18
600 lb. or less
19
696 lb. or less
20
798 lb. or less
21
918 lb. or less
22
1,038 lb. or less
23
1,200 lb. or less
24
1,398 lb. or less
25
1,596 lb. or less
26
1,836 lb. or less
27
2,076 lb. or less
28
2,400 lb. or less
29
2,796 lb. or less
30
3,192 lb. or less
Medium Load
19 lb.-36 lb.
37 lb.-78 lb.
61 lb.-120 lb.
79 lb.-156 lb.
97 lb.-198 lb.
121 lb.-240 lb.
139 lb.-276 lb.
157 lb.-318 lb.
181 lb.-360 lb.
199 lb.-396 lb.
229 lb.-456 lb.
259 lb.-516 lb.
301 lb.-600 lb.
349 lb.-696 lb.
397 lb.-798 lb.
457 lb.-918 lb.
517 lb.-1,038 lb.
601 lb.-1,200 lb.
697 lb.-1,398 lb.
799 lb.-1,596 lb.
919 lb.-1,836 lb.
1,039 lb.-2,076 lb.
1,201 lb.-2,400 lb.
1,399 lb.-2,796 lb.
1,597 lb.-3,198 lb.
1,837 lb.-3,678 lb.
2,077 lb.-4,158 lb.
2,401 lb.-4,800 lb.
2,797 lb.-5,598 lb.
3,193 lb.-6,384 lb.
Heavy Load
37 lb.-60 lb.
79 lb.-120 lb.
121 lb.-180 lb.
157 lb.-240 lb.
199 lb.-300 lb.
241 lb.-360 lb.
277 lb.-420 lb.
319 lb.-480 lb.
361 lb.-540 lb.
397 lb.-600 lb.
457 lb.-690 lb.
517 lb.-780 lb.
601 lb.-900 lb.
697 lb.-1,050 lb.
799 lb.-1,200 lb.
919 lb.-1,380 lb.
1,039 lb.-1,560 lb.
1,201 lb.-1,800 lb.
1,399 lb.-2,100 lb.
1,597 lb.-2,400 lb.
1,837 lb.-2,760 lb.
2,077 lb.-3,120 lb.
2,401 lb.-3,600 lb.
2,797 lb.-4,200 lb.
3,199 lb.-4,800 lb.
3,679 lb.-5,520 lb.
4,159 lb.-6,240 lb.
4,801 lb.-7,200 lb.
5,599 lb.-8,400 lb.
6,385 lb.-9,600 lb.
157
Gargantuan Quadruped Carrying Capacity
Strength Score
Light Load
1
36 lb. or less
2
72 lb. or less
3
120 lb. or less
4
156 lb. or less
5
192 lb. or less
6
240 lb. or less
7
276 lb. or less
8
312 lb. or less
9
360 lb. or less
10
396 lb. or less
11
456 lb. or less
12
516 lb. or less
13
600 lb. or less
14
696 lb. or less
15
792 lb. or less
16
912 lb. or less
17
1,032 lb. or less
18
1,200 lb. or less
19
1,392 lb. or less
20
1,596 lb. or less
21
1,836 lb. or less
22
2,076 lb. or less
23
2,400 lb. or less
24
2,796 lb. or less
25
3,192 lb. or less
26
3,672 lb. or less
27
4,152 lb. or less
28
4,800 lb. or less
29
5,592 lb. or less
30
6,384 lb. or less
Medium Load
37 lb.-72 lb.
73 lb.-156 lb.
121 lb.-240 lb.
157 lb.-312 lb.
193 lb.-396 lb.
241 lb.-480 lb.
277 lb.-552 lb.
313 lb.-636 lb.
361 lb.-720 lb.
397 lb.-792 lb.
457 lb.-912 lb.
517 lb.-1,032 lb.
601 lb.-1,200 lb.
697 lb.-1,392 lb.
793 lb.-1,596 lb.
913 lb.-1,836 lb.
1,033 lb.-2,076 lb.
1,201 lb.-2,400 lb.
1,393 lb.-2,796 lb.
1,597 lb.-3,192 lb.
1,837 lb.-3,672 lb.
2,077 lb.-4,152 lb.
2,401 lb.-4,800 lb.
2,797 lb.-5,592 lb.
3,193 lb.-6,396 lb.
3,673 lb.-7,356 lb.
4,153 lb.-8,316 lb.
4,801 lb.-9,600 lb.
5,593 lb.-11,196 lb.
6,385 lb.-12,768 lb.
Heavy Load
73 lb.-120 lb.
157 lb.-240 lb.
241 lb.-360 lb.
313 lb.-480 lb.
397 lb.-600 lb.
481 lb.-720 lb.
553 lb.-840 lb.
637 lb.-960 lb.
721 lb.-1,080 lb.
793 lb.-1,200 lb.
913 lb.-1,380 lb.
1,033 lb.-1,560 lb.
1,201 lb.-1,800 lb.
1,393 lb.-2,100 lb.
1,597 lb.-2,400 lb.
1,837 lb.-2,760 lb.
2,077 lb.-3,120 lb.
2,401 lb.-3,600 lb.
2,797 lb.-4,200 lb.
3,193 lb.-4,800 lb.
3,673 lb.-5,520 lb.
4,153 lb.-6,240 lb.
4,801 lb.-7,200 lb.
5,593 lb.-8,400 lb.
6,397 lb.-9,600 lb.
7,357 lb.-11,040 lb.
8,317 lb.-12,480 lb.
9,601 lb.-14,400 lb.
11,197 lb.-16,800 lb.
12,769 lb.-19,200 lb.
Colossal Quadruped Carrying Capacity
Strength Score
Light Load
1
72 lb. or less
2
144 lb. or less
3
240 lb. or less
4
312 lb. or less
5
384 lb. or less
6
480 lb. or less
7
552 lb. or less
8
624 lb. or less
9
720 lb. or less
10
792 lb. or less
11
912 lb. or less
12
1,032 lb. or less
13
1,200 lb. or less
14
1,392 lb. or less
15
1,584 lb. or less
16
1,824 lb. or less
17
2,064 lb. or less
18
2,400 lb. or less
19
2,784 lb. or less
20
3,192 lb. or less
21
3,672 lb. or less
22
4,152 lb. or less
23
4,800 lb. or less
24
5,592 lb. or less
25
6,384 lb. or less
26
7,344 lb. or less
27
8,304 lb. or less
28
9,600 lb. or less
29
11,184 lb. or less
30
12,768 lb. or less
Medium Load
73 lb.-144 lb.
145 lb.-312 lb.
241 lb.-480 lb.
313 lb.-624 lb.
385 lb.-792 lb.
481 lb.-960 lb.
553 lb.-1,104 lb.
625 lb.-1,272 lb.
721 lb.-1,440 lb.
793 lb.-1,584 lb.
913 lb.-1,824 lb.
1,033 lb.-2,064 lb.
1,201 lb.-2,400 lb.
1,393 lb.-2,784 lb.
1,585 lb.-3,192 lb.
1,825 lb.-3,672 lb.
2,065 lb.-4,152 lb.
2,401 lb.-4,800 lb.
2,785 lb.-5,592 lb.
3,193 lb.-6,384 lb.
3,673 lb.-7,344 lb.
4,153 lb.-8,304 lb.
4,801 lb.-9,600 lb.
5,593 lb.-11,184 lb.
6,385 lb.-12,792 lb.
7,345 lb.-14,712 lb.
8,305 lb.-16,632 lb.
9,601 lb.-19,200 lb.
11,185 lb.-22,392 lb.
12,769 lb.-25,536 lb.
Heavy Load
145 lb.-240 lb.
313 lb.-480 lb.
481 lb.-720 lb.
625 lb.-960 lb.
793 lb.-1,200 lb.
961 lb.-1,440 lb.
1,105 lb.-1,680 lb.
1,273 lb.-1,920 lb.
1,441 lb.-2,160 lb.
1,585 lb.-2,400 lb.
1,825 lb.-2,760 lb.
2,065 lb.-3,120 lb.
2,401 lb.-3,600 lb.
2,785 lb.-4,200 lb.
3,193 lb.-4,800 lb.
3,673 lb.-5,520 lb.
4,153 lb.-6,240 lb.
4,801 lb.-7,200 lb.
5,593 lb.-8,400 lb.
6,385 lb.-9,600 lb.
7,345 lb.-11,040 lb.
8,305 lb.-12,480 lb.
9,601 lb.-14,400 lb.
11,185 lb.-16,800 lb.
12,793 lb.-19,200 lb.
14,713 lb.-22,080 lb.
16,633 lb.-24,960 lb.
19,201 lb.-28,800 lb.
22,393 lb.-33,600 lb.
25,537 lb.-38,400 lb.
158
Extradimensional Spaces
Everyone knows you can haul around more loot in a bag or backpack than you can just using your hands, and most
adventurers equip themselves with at least a few containers for transporting the spoils of victory. The most useful containers
for carrying piles of treasure are literally bigger on the inside than on the outside. These are bags of holding, portable holes,
and a few related items, such as Heward's handy haversack. These are collectively known as extradimensional spaces,
though this is not a defined game term.
Extradimensional spaces are notorious for creating spectacular and dangerous effects when placed inside each other;
however, the dangers can be somewhat overrated. One bag of holding can be placed safely inside another (of course, the first
bag's weight counts against what the second bag can hold). Likewise, one portable hole can be placed safely inside another.
A bag of holding placed inside a portable hole, however, creates a rift to the Astral Plane. (See the bag of holding excerpt.)
Oddly enough, objects aren't drawn through the gate.
 From the bag of holding description on page 248 of the Dungeon Master's Guide:
If a bag of holding is placed within a portable hole (page 264), a rift to the Astral Plane is torn in the space: Bag and hole
alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the
Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and
bag of holding in the process.
It's best to treat a Heward's handy haversack as a bag of holding when it interacts with a portable hole.
Other interactions between extradimensional spaces are possible. For example, the rope trick and Mordenkainen's
magnificent mansion both create extradimensional spaces. The rope trick spell description makes a passing mention of
"hazards" associated with placing one extradimensional space inside another, but gives no details. (See the rope trick
excerpt.)
I recommend that you ignore this reference. Your campaign won't be improved if rope trick effects implode when someone
carries a bag of holding or portable hole inside. A Mordenkainen's magnificent mansion should likewise prove benign if
someone carries a bag of holding or portable hole inside.
 From the rope trick description on page 273 of the Player's Handbook:
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an
extradimensional space into an existing one.
What Can Fit Inside a Bag of Holding?
Sometimes player characters can get downright silly about what they place in their bags of holding and will attempt to stuff
inside it anything that's not nailed down. Player characters also love to stuff their comrades, living or dead, into their bags of
holding. Since most bodies are somewhat pliable, it's fine to simply use a bag's weight limit to determine how many creatures
fit inside. There should be a reasonable limit to just how big a rigid object can fit inside a bag of holding. The table below
includes some suggested limits.
The rules say a living creature can breathe inside a bag of holding for up to 10 minutes. That's not a bad number for a type I
bag of holding, which has 30 cubic feet of space inside. The larger bags ought to contain a bit more air, and I've included
some suggested numbers. The numbers given are for Medium creatures. Small creatures use only half as much air and can
breathe inside a bag of holding for twice the listed time. Double the breathing time for each additional size category below
Small (x4 for Tiny creatures, x8 for Diminutive creatures, and x16 for Fine creatures.
 From the bag of holding description on page 248 of the Dungeon Master's Guide:
If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate.
When characters use bags of holding to carry essential supplies, such as water, it's useful to know how much water a bag can
hold. Water weighs about 8-1/2 pounds per gallon, so this isn't a difficult calculation, but I've included it as well.
Bag Type Inside Dimension[1] Breathing Time Water Capacity[2]
I
5 ft.
10 minutes
30 gallons
II
8 ft.
15 minutes
60 gallons
III
10 ft.
20 minutes
120 gallons
IV
12 ft.
25 minutes
180 gallons
1. This limits the size of any inflexible object placed inside the bag of holding.
2. These numbers have been rounded off to the nearest whole factor of 10.
What Can Fit Inside a Portable Hole?
The description for the portable hole includes information about its dimensions:
 From the portable hole description on page 264 of the Dungeon Master's Guide:
When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief.
When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked
up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears,
but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or
two Small creatures for 10 minutes. (See Suffocation, page 304.)
As described in the excerpt, the space inside a portable hole is a cylinder 6 feet wide and 10 feet deep, which contains about
280 cubic feet of space. That's enough to hold about 100,000 standard coins or 2,100 gallons of water.
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Weights for a Few Unusual Items
The equipment tables in the Player's Handbook don't quite cover everything a character might decide to pick up and carry.
Here are weight figures for a few such items.
Item
Weight
Armchair
20 lb.
Chair, simple
5 lb.
Door, iron
3,200 lb.
Door, stone
2,200 lb.
Door, simple wooden
150 lb.
Door, good wooden
225 lb.
Door, strong wooden
350 lb.
Footstool
2 lb.
Petrified creature
x8 lb.
Spirits, cask
18 lb.
Spirits, hogshead
750 lb.
Spirits, keg
90 lb.
Spirits, barrel
375 lb.
Statue, Colossal metal
1,750 tons
Statue, Colossal stone
1,250 tons
Statue, Gargantuan metal 875 tons
Statue, Gargantuan stone 625 tons
Statue, Huge metal
112 tons
Statue, Huge stone
80 tons
Statue, Large metal
14 tons
Statue, Large stone
10 tons
Statue, Medium metal
3,500 lb.
Statue, Medium stone
2,500 lb.
Statue, Small metal
420 lb.
Statue, Small stone
300 lb.
Table, banquet
225 lb.
Table, small
60 lb.
Tapestry
100 lb.
Workbench
300 lb.
Table Notes
Here are a few notes to clarify the table entries.
Armchair
This entry assumes fine hardwood construction and a leather or cloth cover. The weight given is for a chair built for a Medium
creature. Cut the weight in half for each size category below Medium and double the weight for each size category above
Medium.
Chair, Simple
This is a plain chair made from inexpensive hardwood, and it has no arms. See the armchair entry to adjust the weight for
larger or smaller creatures.
Doors
All doors are assumed to be 8 feet high and 5 feet wide, with thickness as noted on Table 3-10 in the Dungeon Master's
Guide. The listed weight includes hinges, handle, and lock appropriate for the door's overall construction.
Footstool
This assumes a plain, wooden stool about 6 inches high, with a round top about 18 inches across.
Petrified Creature
To calculate a petrified creature's weight, multiply the creature's normal weight by 8 and add the weight of any gear the
creature was carrying at the time of petrification. When a creature is magically turned to stone, it and all its gear turn to
stone. This tends to make metal gear weigh a little less, but nonmetal gear gets heavier, so the two tend to average out.
Table, Banquet
This table is built to comfortably seat twelve Medium creatures (about 4-1/2 feet wide and 8 feet long). See the armchair
entry to adjust the weight for a table built to seat larger or smaller creatures.
Table, Small
The represents a plain wooden table that might be found in a modest home or merchant's shop. It's big enough to seat six
Medium creatures (about 3-1/2 feet wide and 7 feet long). See the armchair entry to adjust the weight for a table built to
seat larger or smaller creatures.
Spirits
The spirits entry assumes a barrel-shaped container made from hardwood staves and iron hoops. A cask contains 2 gallons of
liquid, a hogshead holds 88 gallons, a keg holds 10 gallons, and a barrel holds 44 gallons. You can use these figures for any
liquid-based contents. Containers with dry contents might weigh anywhere from one quarter to two-thirds as much.
Statues
Metal statues assume hollow construction from bronze or wrought iron. Stone statues are solid marble. Statue sizes refer to
creature sizes from Table 7-1 in the Monster Manual, and they represent figures in the mid range for each size category. A
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statue of the listed size could easily weigh anywhere from one half to twice the listed weight. All statue weights include an
attached base or pedestal.
Tapestry
Assumes a woven wool tapestry about 10 feet square and about 1/4 inch thick. You also can use this figure for carpets or
rugs.
Workbench
This is a bench about 3 feet high, 3 feet wide, and 8 feet long, with sturdy legs and top and a shelf or footrest below.
161
All About Initiative
Foreword
Player characters in the D&D game often go looking for trouble and, more often than not, they find it. When trouble arises,
combat is sure to follow. The action during a round of battle in the D&D game takes place more or less simultaneously;
however, resolving everyone's activities at the same time isn't too practical, so everybody must take turns. That's where
initiative comes in.
Initiative doesn't pose too many difficulties for players and DMs. Nevertheless, situations often arise that can make even
something as simple as initiative seem hopelessly confusing. These series examines those times when the action in a D&D
campaign makes the initiative rules break down.
Initiative Basics
A complete tour of the initiative rules requires several stops. Pages 136-137 in the Player's Handbook cover initiative
fundamentals. The descriptions of special initiative actions, which begin on page 160 in the Player's Handbook, add
considerable depth and complexity to the initiative rules. The rules for starting and running an encounter on pages 22-24 in
the Dungeon Master's Guide include additional information on initiative. A look at the introduction to D&D combat on page
133 in the Player's Handbook and the general information on acting during combat on page 138 also would prove helpful in
understanding initiative.
 From the page 136-137 of the Player's Handbook:
Initiative
Every round, each combatant gets to do something. The combatants' initiative checks, from highest to lowest, determine the
order in which they act.
Initiative Checks
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character
applies his or her Dexterity modifier to the roll. The DM finds out what order characters are acting in, counting down from
highest result to lowest, and each character acts in turn. In every round that follows, the characters act in the same order
(unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions, page 160).
Usually, the DM writes the names of the characters down in initiative order so that on subsequent rounds he can move
quickly from one character to the next. If two or more combatants have the same initiative check result, the combatants who
are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to
determine which one of them goes before the other.
Monster Initiative
Typically, the DM makes a single initiative check for monsters and other opponents. That way, each player gets a turn each
round and the DM also gets one turn. At the DM's option, however, he can make separate initiative checks for different
groups of monsters or even for individual creatures. For instance, the DM may make one initiative check for an evil cleric of
Nerull and another check for all seven of her zombie guards.
Flat-Footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order),
you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. (This fact can be very bad for you if
you're attacked by rogues.) Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid
losing their Dexterity bonus to AC due to being flat-footed. A flat-footed character can't make attacks of opportunity.
Inaction
Even if you can't take actions (for instance, if you become paralyzed or unconscious), you retain your initiative score for the
duration of the encounter. For example, when paralyzed by a ghoul, you may miss one or more actions, but once the cleric
casts remove paralysis on you, you may act again on your next turn.
Surprise
When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.
Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of
them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
The DM determines who is aware of whom at the start of a battle. He may call for Listen checks, Spot checks, or other checks
to see how aware the adventurers are of their opponents.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin.
Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to
lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round
(see Standard Actions, page 139). You can also take free actions during the surprise round, at the DM's discretion. If no one
or everyone is surprised, no surprise round occurs.
Unaware Combatants
Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed
because they have not acted yet, so they lose any Dexterity bonus to AC.
Overview of the initiative rules
Here's an overview of the initiative rules and some key concepts relating to initiative:
 Combat in the D&D game takes place in rounds 6 seconds long.
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The initiative rules exist to make sure that everyone involved in a battle gets a chance to act once during each round of
combat. A round remains 6 seconds long no matter how many combatants become involved in a battle. This is possible
because, as noted earlier, everyone who acts in a round is assumed to act more or less simultaneously.
 Initiative checks determine the order in which combatants' actions are resolved during a round. Once the DM
establishes an initiative order for a battle, there's very little that can change it.
As noted on page 136 in the Player's Handbook, an initiative check is a Dexterity check. Few other things can affect an
initiative check. Feats such as Improved Initiative can improve your initiative bonus. Any improvement or impairment to your
Dexterity score that is in effect when the battle begins affects your initiative for that battle. If your Dexterity score changes
during the battle, your initiative result doesn't change. For example, if you receive a cat's gracespell before a battle begins,
you get the benefit of the improvement to your Dexterity score when you make your initiative check for that battle. If a foe
dispels your cat's grace spell after the battle begins, your Dexterity score decreases appropriately, but your initiative number
doesn't change as the result of the decrease.
The initiative order in a battle isn't completely set in stone, however. The ready and delay actions both have the potential to
change a combatant's place in the order (and they usually do). See below for more details.
As noted earlier, one pass through the initiative order constitutes one 6-second round. One could say that a round of combat
begins just before the combatant with the highest initiative number acts and ends just after the combatant with the lowest
initiative number acts.
Despite the foregoing, remember that the term "round" can be relative. It can refer to one complete initiative cycle, or it can
refer to the period of time between one combatant's turn and that combatant's next turn.
 From the page 138 of the Player's Handbook:
Each round represents 6 seconds in the game world. At the table, a round presents an opportunity for each character
involved in a combat situation to take an action. Anything a person could reasonably do in 6 seconds, your character can do
in 1 round. Each round's activity begins with the character with the highest initiative result and then proceeds, in order, from
there.
Each round of a combat uses the same initiative order. When a character's turn comes up in the initiative sequence, that
character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity, page 137, and Special
Initiative Actions, page 160.)
Combatants make initiative checks when the DM decides that an encounter has begun or has the potential to begin.
The rules leave identifying an encounter's start to the DM's good judgment. As a rule of thumb, however, an encounter
begins when two groups are close enough to each other to perceive each other and at least one of the two groups has done
so. It is sometimes best to call for initiative when a group's meeting is merely imminent, such as when a party opens a door
in an unexplored dungeon (see below). In any case, it's usually best to call for initiative checks whenever you find that
establishing an initiative order might prove helpful. For example, establishing an initiative order could prove useful during an
encounter in which several different creatures are trying to deal with a series of traps or negotiations with several different
creatures.
 A group (or a single character) can surprise a potential foe by noticing that foe before the foe can notice them.
When one group surprises another, a surprise round ensues. During a surprise round, the character or group that has
achieved surprise can take one standard action. Creatures that have been surprised cannot act during a surprise round.
At times, some creatures in a group will notice a foe when the others do not. In such cases, an encounter still begins with a
surprise round, but everyone who has noticed the other group gets to act during the surprise round, though the acting
creatures still are limited to one standard action each.
 Combatants remain in initiative order until the DM decides that it is no longer necessary. Releasing characters from the
initiative order usually marks an encounter's end.
It's usually a good idea to keep characters in initiative order until all danger to them (at least from the current encounter) is
past. Players might pick up on this, so sometimes you may want to keep using an initiative order for a little longer than
strictly necessary just to maintain a sense of danger and tension in the game. Once a party has dealt with the challenges and
obstacles an encounter offers, however, you'll probably find that maintaining an initiative order slows things down. For
example, after the party defeats a group of monsters in an encounter they'll probably want to distribute some healing magic
among the player characters, loot their defeated foes, and look for treasure. It's usually best to simply allow the players to
handle those tasks outside of the initiative order.
Sometimes, it's not entirely clear just when actions in initiative should stop. We'll consider some of those situations below.
 All combatants roll once for initiative when the DM decides an encounter has begun.
The rules don't allow you to "take 20" or even "take 10" on an initiative check. Your initiative check result initially represents
your character's ability to react when an encounter begins. (That's why characters are flat-footed until they take an action in
an encounter's first round.) You have only one chance for an initial reaction to an encounter, and the rules don't allow you to
prepare yourself for an encounter when you don't know it's coming.
If you're fortunate enough to notice potential foes before they notice you, you achieve surprise over your foe, which is a
great advantage for you. See page 137 in the Player's Handbook. Even so, if your foe survives your initial action, you could
lose your advantage. That's why you and your foe must make initiative checks after a surprise round.
Managing Initiative
The rules make one very valuable suggestion for any DM trying to handle combat smoothly and efficiently: Write down the
initiative order. Many DMs I know keep a pad of paper or a small dry erase board for jotting down initiative. This is a great
idea, especially if you can prop up your writing surface when you're done -- if you do so, everyone can see the initiative order
and will know when their turns come. I use a particularly large vinyl mat (marked in 1-inch squares) to regulate combat and I
jot the initiative right on the mat.
I also use another trick. When preparing for a game, I jot down the game statistics for everything the PCs will meet onto
index cards. I also have each player record key information about their characters (ability scores, Armor Class, base attack
and grapple bonuses, saving throw bonuses, and key skill scores) on index cards as well. When an encounter starts, I place
all the cards into initiative order. When someone delays or readies an action, I can remove the appropriate card from the
order and place it back in the correct place when the combatant finally acts. If I happen to drop or somehow scramble the
cards, I can easily reset the cards by referring to the written initiative order, and the players also have the written order for
reference.
I find this method well worth the effort it entails. One of the biggest advantages of the D&D game's initiative system is its
potential to speed up combat, and the combination of cards and a written initiative can make things speedy indeed.
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Beginning an Encounter
D&D characters often act when they're not involved in encounters. Such actions might be as simple as walking down deserted
corridors or as complex as making armor or making magic items. Such activities seldom require initiative checks. Some
actions, such as opening doors, picking locks, and searching the shadows for hidden foes tend to generate conflict. So,
exactly when do you check for initiative? Does initiative begin with the act that precipitates a battle, or does it begin after
that act? To answer that question, it's helpful to consider just what the initiative rules are trying to accomplish.
Some Initiative Theory
 From the page 25 of the Dungeon Master's Guide:
As a general rule, combat actions should only be performed in combat - when you're keeping track of rounds and the players
are acting in initiative order. You'll find obvious exceptions to this rule. For example, a cleric doesn't need to roll initiative to
cast cure light wounds on a friend after the battle's over. Spellcasting and skill use are often used outside combat, and that's
fine. Attacks, readied actions, charges, and other actions are meant to simulate combat, however, and are best used within
the round structure.
As noted above, the D&D game's initiative system is designed to promote quick and smooth play. The system's cyclical
nature allows players to consider and execute their actions without the need to declare them ahead of time and allows them
to anticipate when their turns to act are coming up.
The system's design also includes other features that aren't readily apparent. For example your character may gain the upper
hand in a confrontation and press an advantage by anticipating your foe's maneuvers and countering them. In the D&D
game, you can do that through the delay or ready actions. These actions allow you to treat a high initiative result as an asset
you can spend, but see the discussions of delay and ready below.
In spite of your ability to postpone your actions until a more advantageous time, you can't prepare for everything.
Sometimes, you get caught with your pants down no matter how careful you are. This is why you cannot delay or ready until
after you've made an initiative check.
When Does an Encounter Start?
 From the page 22 of the Dungeon Master's Guide:
An Encounter starts when:
 One side becomes aware of the other and thus can act first.
 Both sides become aware of each other at the same time.
 Some, but not all, creatures on one or both sides become aware of the other side.
The Dungeon Master's Guide says an encounter begins in one of three situations.
In each case, there is no encounter until at least one creature is aware of at least one potential foe. Without this awareness,
there is no encounter and no initiative order.
It might prove helpful to examine some potential encounter openings and determine when to make initiative checks.
Two Groups Meet in a Dungeon Corridor
This is possibly the most straightforward encounter opening. The two sides check initiative when they notice each other,
usually the moment when the two groups have line of sight to each other and thus can see each other.
A Party Enters an Occupied Chamber by Kicking in the Door
In many campaigns, most encounters will begin this way. There are many possible variations to this scenario, and some
variations affect initiative.
Neither side notices the other before the door opens.
Such a situation might occur when the room's occupants aren't keeping watch beyond the chamber's closed door (or cannot
do so) and the party also fails to notice that the chamber has occupants. The party might simply fail to check the door or
their attempts to do so (such as Listen checks) fail.
In this case, the encounter doesn't truly begin until someone opens the door. The action used to open the door takes place
before the encounter and the character who takes the action does so before anyone makes an initiative check.
One side notices the other before the door opens.
Perhaps the room's occupants have a peephole they can use to look beyond the door. Or perhaps the intruders have made a
successful Listen check that reveals the room's occupants.
Things are easier to handle here if the party notes the room's occupants first. When I'm running the game, things go like
this: The character who notes the room's occupants gets a free action (outside of initiative) to notify allies about the potential
foes beyond the door. The newly informed characters take time preparing to enter the room, also outside initiative.
When the party is ready to hit the room, I run a surprise round. One or two characters open the door, and these characters
act first. The move action the characters use to open the door counts as the single action they are allowed during the surprise
round. You're actually limited to one standard action when you act during a surprise round, but you can always use a move
action in place of a standard action (but not vice versa); see page 138 in the Player's Handbook and Rules of the Game: All
About Actions.
Once the door opens, the remainder of the party takes the single standard actions (or move actions) they're allowed during a
surprise round. Since it's usually best to handle actions one character at a time, I have the characters act in the order they're
standing before the door or in the order of their initiative modifier, whichever seems most appropriate for the situation. There
still are no initiative checks because a surprise round represents a flurry of unexpected activity before a battle begins in
earnest. After the party uses their surprise actions, everyone makes initiative checks. None of the PCs will be flat-footed,
even if they don't act early in the initiative order, because they acted during the surprise round.
That's it. Once everyone checks initiative and I've recorded the initiative order, the encounter proceeds from there. Here are
a few more things to consider:
Overall, the approach described here favors the group assaulting the room. It might seem a little harsh to make characters
use their surprise actions to open the door, but the act takes some time and the defenders inside the room deserve a little
break for being behind a closed door. Allowing the party to open the door before the surprise (so that the characters opening
the door get to act against the foe along with their allies), would tilt the situation even further toward the attackers.
You could make things tougher on the attackers by skipping the surprise round. The attackers could prepare themselves as
noted earlier, but the encounter would not truly begin until the door opens. At that point, both parties would be aware of each
other and initiative checks would be in order. If you choose this approach, it's reasonable to assume that the attackers might
164
be flat-footed until their first actions. The party might know a battle is coming, but they're still subject to a moment of
uncertainty when the actual event begins.
It's worth noting here that peace officers and members of the military I've spoken with tell me that assaulting a closed,
defended room can prove quite dangerous, especially if the defenders keep their heads. I tend to prefer an approach that
favors the PCs because they're supposed to be the heroes and the stars of the campaign. You might choose differently, and
so might I if the PCs face a particularly canny or well-prepared foe.
All the foregoing assumes that the characters entering the room notice the opposition first. What happens if the room's
defenders are forewarned and the group entering the room remains unaware of what awaits them beyond the door? If the
defenders decide to preempt their foes and attack, you can run the encounter exactly as described above, except that the
group attacking from inside the room surprises the party outside.
If the defenders decide to wait for the enemy to enter their chamber, they can use the time before the attack comes as they
see fit. There's no need for initiative checks while the defenders prepare.
When the party outside finally opens the door, everyone checks for initiative when the door opens. You can allow the group
inside the room a surprise round first, but I don't recommend doing so. It usually doesn't pay to await a foe's action.
Characters who know a confrontation is about to commence might want to ready actions. Doing so would bend the rules
because you're not supposed to use the ready action until after an encounter starts. The DM, however, might want to allow
readying in this special situation. In any case, ready is an action itself, and the character with the readied action must give up
other preparations.
A Party Opens a Chest and Releases an Imprisoned Fiend
This situation really isn't much different from breaking into a closed room. The party opens the chest before the encounter
really begins and nobody checks for initiative until the fiend emerges from its imprisonment. One side might surprise the
other if they spot the opposition before being noticed themselves, just as noted previously. The DM also can adjust things to
favor one side or the other, also as noted previously.
When Does an Encounter End?
The rules don't give much guidance about deciding when an encounter is over. Nevertheless, the DM is obliged to declare an
end to one encounter before the party can move on to the next encounter. As noted above, declaring an encounter's end also
can speed play by allowing player characters a chance to recover and reorganize without the burden of working though the
initiative order over and over again. Also, there's at least one effect in the game that lasts for the duration of an encounter. A
character (usually a barbarian) who has used the rage class feature remains fatigued for the duration of an encounter.
Because the fatigue resulting from barbarian rage ends when the encounter ends, determining exactly when the encounter
ends can prove crucial.
Above, I suggested that characters should remain in initiative order until all danger the encounter poses to them is past. That
also is a pretty good rule of thumb for marking an encounter's end. Any or all of the following conditions might signal an
encounter's end:
 All foes the party faces in an encounter are defeated.
Foes are defeated when they're dead, dying, or otherwise unable to function offensively. Creatures that have fled the
encounter or surrendered should be considered defeated for purposes of marking an encounter's end.
Sometimes, a foe might withdraw for a short time and then return to mount a new attack. If the returning foe has been away
for significant time (say a full minute, or 10 rounds) and the party either has not bothered to locate the foe or hasn't made
any effective efforts to do so, it's probably best to treat the return as a new encounter.
If a foe flees and the party pursues closely enough so that the foe must keep moving to avoid being attacked, the encounter
isn't over until the party breaks off the pursuit. Likewise, if the party can pursue and attack (perhaps with spells or ranged
weaponry), the encounter isn't over.
 All members of the party are defeated.
Use the same criteria for defeat noted above.
 Both sides agree to cease hostilities.
This could be a plainly stated agreement to stop fighting, or both sides might choose to withdraw from the battlefield (or at
least put some space between each other).
Combatants could possibly effectively enter a truce simply by ceasing all hostile actions, but stand their ground. If an
encounter enters a phase where nobody is attacking a foe and the two groups simply talk or observe each other, you might
wish to declare the encounter over. You can use the same criteria suggested above for dealing with a foe that leaves the
scene of a battle and returns to fight later. If the truce has held for about a minute and it seems nobody is inclined to fight,
go ahead and declare the encounter over. You can do that even if you've got one or two suspicious holdouts on either (or
both sides). Such characters might ready actions to resume combat if anyone makes a false move. It's perfectly okay to allow
the diehards in a group to stand there, tense and scowling, while everyone else relaxes.
Of course, hostilities might break out again, marking the beginning of a new encounter. A group that finds itself in a bad
situation might want to feign a truce just to get the chance to jump the foe again. If you're in doubt about whether to start a
new encounter with a new initiative order or to simply resume the action with the old initiative order, use an appropriate skill
check to determine if the "previous" encounter ever really came to an end. A Diplomacy check that moves a foe's attitude
from hostile to unfriendly (or more favorable) would do the trick (decisively ending hostilities). A Bluff check to put a foe at
least temporarily at ease also would do the trick.
If you decide to continue using an old initiative order, simply pick up the action starting with whichever combatant has
decided to resume hostilities (adjusting for any readied actions left over from the previous encounter).
If you decide to use a new initiative order, place anyone who has a readied action at the beginning of the order (to reflect the
character's state of wariness). If several characters have readied actions, place them in order of their initiative modifiers, and
use initiative checks to break any ties). Creature that don't have readied actions check initiative normally, except that they're
placed in the order after creatures with readied actions.
It's usually best to skip the surprise round when the action resumes after a break in hostilities. If someone has really
managed to hoodwink the opposition and has made them lower their guard, however, a surprise round might be in order. In
such a case, the deceitful character (and any allies who are in on the ruse) should be the only character (or characters) who
act during the surprise round, even though many other characters at the scene are aware of their foes.
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Some Initiative Miscellany
A few other aspects of initiative can cause trouble from time to time. Usually a careful look at the rules -- or a little common
sense -- will solve the problem.
Delaying and Readying
As noted above, both of these options can change the initiative order during a battle. The ready and delay actions are
discussed in detail on page 160 in the Player's Handbook, and in Rules of the Game: All About Actions. Here are a few more
notes:
 From the page 160 of the Player's Handbook:
Special Initiative Actions
Here are ways to change when you act during combat by altering your place in the initiative order.
Delay
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you
delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count
comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time
later in the round and act then, thus fixing your new initiative count at that point.
Delaying is useful if you need to see what your friends or opponents are going to do before deciding what to do yourself. The
price you pay is lost initiative. You never get back the time you spend waiting to see what's going to happen. You can't,
however, interrupt anyone else's action (as you can with a readied action).
Initiative Consequences of Delaying
Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not
yet performed an action, you don't get to take a delayed action (though you can delay again). If you take a delayed action in
the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you
do not get your regular action that round.
Ready
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.
Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action
You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions
under which you will take it. For example, you might specify that you will shoot an arrow at anyone coming through a nearby
doorway. Then, any time before your next action, you may take the readied action in response to that condition. The action
occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the
other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.
Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied
action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
For instance, if you move up to an open door and then ready an action to swing your sword at whatever comes near, you
can't take a 5-foot step along with the readied action (since you've already moved in this round).
Initiative Consequences of Readying
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not
yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If
you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new
point in the order of battle, and you do not get your regular action that round.
Distracting Spellcasters
You can ready an attack against a spellcaster with the trigger "if she starts casting a spell." If you damage the spellcaster,
she may lose the spell she was trying to cast (as determined by her Concentration check result).
Readying to Counterspell
You may ready a counterspell against a spellcaster (often with the trigger "if she starts casting a spell"). In this case, when
the spellcaster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you
can cast that same spell (are able to cast it and have it prepared, if you prepare spells), you can cast the spell as a
counterspell and automatically ruin the other spellcaster's spell. Counterspelling works even if one spell is divine and the
other arcane.
A spellcaster can use dispel magic (page 223) to counterspell another spellcaster, but it doesn't always work.
Readying a Weapon against a Charge
You can ready certain piercing weapons, setting them to receive charges (see Table 7-5: Weapons, page 116). A readied
weapon of this type deals double damage if you score a hit with it against a charging character.
Delay
Delay is a nonaction. That is, it doesn't use up any of your time in a round. When delaying, you can specify a point in a round
when you want to act (for example, right after a particular ally acts, or any other point you can manage to specify). Or you
can simply wait until the time seems right and take your turn.
When you act, you assume that turn in the initiative order for the remainder of the encounter (unless you ready or delay
again). For example, you act first in a round, with an initiative result of 20. An ally acts next with an initiative result 18,
followed by foes with initiative results of 13, 11, and 8, and a final ally with an initiative result of 2. If you delay until your
first foe acts, you take your turn after that foe, and than means you act between initiative counts 13 and 11 (effectively at
count 12). You cannot interrupt the action your foe takes at count 13, but you have a full round's worth of actions (that is a
standard action plus a move action, or a full-round action) to use during your delayed turn.
You can use a delay to act earlier in the initiative order. To do so, you must delay and then wait to act until the next round
begins (as noted above, a new round begins after the last combatant in the previous round has acted).
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Let's say the combat in the previous example continues. Thanks to your earlier delay, you're now the third combatant to act
in the initiative order (the new order is now 18, 13, 12, 11, 8, 2). If you delay until after the round ends (after the combatant
with the initiative result of 2 acts), you can choose to act before anyone else acts in the following round. Once you do so,
you'll keep your new position in the initiative order until you (or another combatant) changes the initiative order again.
So, what happens if two combatants delay and decide to act in the same place in the round? I recommend resolving the
situation the same way you resolve tied initiative checks. The combatant with the highest initiative modifier goes first and if
the two combatants have the same initiative modifier, they make initiative checks to break the tie.
Ready
Ready is a standard action that allows you to prepare another standard action or a move action at some later point in the
round. You must specify some condition that triggers your readied action.
Ready has advantages and disadvantages when compared to delay. The main advantage ready has over delay is that you
resolve your readied action before the event that triggers it and you sometimes can disrupt a foe's action, such as when you
ready an action to distract a spellcaster.
The main disadvantage ready has versus delay is that you can ready only a standard or move action -- you don't get a full
round's worth of actions when you ready.
The other big disadvantage to readying is that you're pretty well stuck if things don't go according to plan. For example,
suppose you ready an attack against the first enemy that comes through a door and a 20-ton boulder rolls out instead. You're
pretty much obliged to stand there and get crushed (though one hopes you'll be allowed a Reflex save to avoid the worst
effects) even though you theoretically have an action available to you when the boulder makes its entrance. Encounters in
the game are just too fast-moving and confusing to allow you to change plans between your turns in the initiative order.
When you use your readied action, you move to that place in the initiative order, and you stay at your new place until the
order changes again. The change in the initiative order works pretty much as described in the section on delay, except that
you act before the event that triggers your readied action.
Inactive Characters
Characters who have been rendered inactive (for example, by being paralyzed or reduced to negative hit points) can become
active again after whatever ails them is removed. According to the Player's Handbook, these characters retain their places in
the initiative order and can act again when their next turns come. The rules don't say so, but it's best to assume that these
characters are not flat-footed when they reenter the fray (because they never really left).
This rule, while easy to use and remember, can produce some odd results from time to time. For example, if you return to
the action just before your next turn, you get to act right away. If you return just after your turn comes up, however, you
must wait an entire round to act. To make a character's return to activity a little more predictable, try this completely
unofficial rule: Allow a character who has missed at least one turn due involuntary inactivity to act immediately after being
revived. The effect on the character's initiative is exactly the same as it would be if the revived character had delayed for a
round or more.
In Conclusion
That wraps up our look at initiative. I've attempted to cover a few gaps in the initiative rules. The D&D game being what it is,
you'll probably encounter a few more tricky areas. When you deal with these, remember that the key decision you have to
make is whether an encounter has already begun or is merely about to begin. Once you've made that determination, the rest
of your task should prove fairly simple.
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All About Illusions
Foreword
One can use an illusion spell to simulate just about anything a person can dream up -- though more complex examples of
phantasmagoria are beyond the limits of lower-level illusion spells. Still, the illusion school caters to player and DM creativity
to a degree no other school can match.
It's no surprise that illusion spells cause difficulties in play, especially when players start testing the spells' limits. Fortunately
for beleaguered DMs and confused players, the rules offer some pretty strong guidelines for handling illusion spells. As is
often the case, it can prove tough to remember and follow those guidelines when a gaming session really starts to heat up. In
this series, we'll examine what the rules have to say about illusion spells and offer some practical tips for applying them
during a game.
This series draws heavily on an earlier Rules of the Game series:Reading Spell Descriptions and on the discussion of the
illusion school on pages 173-174 in the Player's Handbook.
 From pages 173-174 of the Player's Handbook:
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that
are there, hear phantom noises, or remember things that never happened. Representative illusions include silent image,
invisibility, and veil. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.
Figment
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly
different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be
something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description
specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a
language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you
know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions
can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the
elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. For
example, it is possible to use a silent image spell to create an illusory cottage, but the cottage offers no protection from rain.
A figment's AC is equal to 10 + its size modifier.
Glamer
A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even
seem to disappear.
Pattern
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it
or are caught in it. All patterns are mind-affecting spells.
Phantasm
A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive.
This impression is totally in the minds of the subjects. It is a personalized mental impression. (It's all in their heads and not a
fake picture or something that they actually see.) Third parties viewing or studying the scene don't notice the phantasm. All
phantasms are mind-affecting spells.
Shadow
A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects.
Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief )
Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully
or interact with it in some fashion. For example, if a party encounters a section of illusory floor, the character in the lead
would receive a saving throw if she stopped and studied the floor or if she probed the floor.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent
outline. For example, a character making a successful saving throw against a figment of an illusory section of floor knows the
"floor" isn't safe to walk on and can see what lies below (light permitting), but he or she can still note where the figment lies.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion
isn't real needs no saving throw. A character who falls through a section of illusory floor into a pit knows something is amiss,
as does one who spends a few rounds poking at the same illusion. If any viewer successfully disbelieves an illusion and
communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Illusion Basics
As with any spell in the D&D game, a look at the spell's header (the tabulated information that precedes the text description
for the spell) can settle many questions about how the spell works. For a quick tour of the spell header, see Rules of the
Game: Reading Spell Descriptions.
Most difficulties that arise from an illusion spell vanish when you consider a few key elements in the header. These include
the following:
 The spell's subschool.
The illusion school has five subschools: figment, glamer, pattern, phantasm, and shadow. Each school has distinct properties
that define how the spell works. When determining exactly what the caster can accomplish with an illusion spell, first consider
the subschool.
 The spell's area, target, or effect entry.
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This entry determines how you can aim the spell and where whatever you create with it can go after the spell takes effect.
Many illusion spells produce images that can't move (or move very far), which limits the sorts of things the caster can do with
the spell.
 The spell's saving throw entry.
Some illusion spells have a kind of saving throw that poses some difficulties of its own.
Illusion Subschools
If you remember what illusion spells of each subschool can do, you'll avoid a lot of hassles (and dashed expectations) in play.
Here's an overview:
Figment
These spells create false sensations of creatures, objects, or forces. A figment always must create the impression of
something new. It cannot make something seem to be something else. For example, you can use a figment to create an
illusory cover for an open pit (more about this below). You cannot, however, use it to conceal a trap door since that would be
making something seem like something else.
If a figment spell can produce sound, it cannot duplicate intelligible speech unless the spell description specifically says so.
A figment is unreal and cannot produce real effects; it can't deal damage, support weight, provide nutrition, or act as a
barrier (except that a visible figment can block line of sight). You can use a figment to fool opponents, but you can't harm
them or affect them directly. For example, a wall of figment flames might cause foes to halt or make a detour, but it won't
burn anything.
If you create the image of a creature with a figment spell, you usually can make it move around, but only within the spell's
area, which usually isn't mobile. An illusory creature created with a figment spell cannot deal any damage. You can send it
into combat, however. The figment has an Armor Class of 10 + its size modifier (see page 173 in the Player's Handbook). The
rules don't say what a figment's attack bonus is. Your attack bonus is a good default; remember that a figment cannot deal
damage or have any other real effect, however.
Glamer
A glamer spell makes the recipient look, feel, taste, smell, or sound like something else, or even seem to disappear.
Beware of attempts to use figments as glamers. For example, you can use a figment to create an apple tree, but you can't
use a figment to make your buddy look like an apple tree. You'd need a glamer spell to perform the latter trick.
Like a figment, a glamer can't have any real effects. If you use a glamer to make your human buddy look like an apple tree,
you can't pick edible apples from the character.
Pattern
A pattern spell creates a visible magical image. The spellcaster usually doesn't have control over the image's appearance;
instead, the spell usually specifies how the pattern looks. A pattern's image has some affect on viewers' minds. All patterns
have the mind-affecting descriptor. Patterns have no effects on creatures that cannot see. Unlike a figment or glamer, a
pattern can have real effects; however, those effects are limited to those set out in the spell description.
Phantasm
These spells create mental images. Usually, only the caster and the spell's recipient (or recipients) can perceive the image a
phantasm spell creates. All phantasms have the mind-affecting descriptor. Like a pattern, a phantasm can have real effects,
as set out in the spell description. Also like a pattern, a phantasm's exact details usually aren't under the caster's control.
Because a phantasm exists in the recipient's mind, the recipient can perceive it no matter what its sensory capabilities are.
Shadow
A shadow spell creates something that is partially real, but made mostly from extradimensional energies the caster brings
together with the spell. A shadow is similar to a figment, but it can have real effects because it's partially real itself. Unlike a
figment, a shadow spell usually limits what the caster can duplicate or depict with the spell.
A shadow's physical characteristics (such as ability scores, Armor Class, attack bonus, hit points, and the like) are defined in
the spell description, and they might vary depending on what the shadow depicts or duplicates. See below for more about
shadows.
Aiming Illusion Spells
As noted above, a spell's area, target, or effect entry determines how and where the caster can aim the spell.
Area
Any spell that has an area entry fills some volume of space when it takes effect. Most spell areas are immobile after they're
cast, but be on the lookout for area spells that are portable. The silence spell, for example, is an illusion spell with an area
(an emanation) that can be centered on a mobile object or on a creature so that the spell's effects move along with it.
Illusion spells that have area entries often affect subjects that are in the area at the time the spell is cast or that enter the
area while the spell lasts. This is particularly true of illusion spells from the pattern subschool, such as rainbow pattern.
Subjects that merely see the pattern from outside the area it fills aren't affected.
Other illusion spells create a false sensation throughout the area or alter an area's sensory properties. Spells from the glamer
subschool often have areas that work this way. Examples include hallucinatory terrain and mirage arcana. Anyone with line of
sight to such a spell's area can notice whatever sensation the spell produces, even from outside the spell's area (provided
that the creature has the appropriate senses). For example, if you use a hallucinatory terrain spell to make an empty patch of
sand look like an oasis, anyone who can see that patch of sand sees the illusion you have created. Audible illusions might
remain audible even without line of sight. For example, if you create the image of a creaky windmill, creatures nearby can
hear the mill creaking even when it's too dark to see the mill.
Effect
A spell with an effect entry produces something. An illusion spell with an effect entry produces a sound, smell, texture, taste,
visual image, or some combination of the five. Spells from the figment subschool often have effect entries that look a great
deal like areas. The effect entry specifies a maximum volume for the image (or images) the spell produces.
You can make images you create move around, but only with the volume limit set for the spell. For example, you could use a
major image spell to create an illusory guard that paces around a room, but you can't make your illusory guard accompany
you wherever you go (unless you stay inside the spell's volume limit).
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As with an area illusion, anyone nearby can perceive an effect illusion. For instance, the marching guard from the previous
example can be seen and heard just as a real guard could be.
Target
When a spell has a target entry, you select one or more recipients to receive the spell (there might be limits to the targets
you can select, see Rules of the Game: Reading Spell Descriptions). In any case, all your targets must be in range and you
must have line of effect to them. If you don't have line of sight to a recipient, you still can select it as a target if you can
touch it.
Once a target receives a spell, the spell's effect moves along with it.
Because glamer spells change the recipient's sensory properties, most glamers have target entries (often the caster or
something the caster touches). Phantasms, which affect the recipient's mind, also usually have target entries.
As with illusion spells that have area or effect entries, anyone with line of sight to the recipient of a targeted illusion spell
perceives the illusion the spell creates (except for phantasms, as noted earlier). For example, the invisibility spell makes a
subject vanish from sight. Anyone looking at the space containing the invisible subject sees nothing (or at least does not see
the subject).
Saving Throws and Illusion Spells
Most spells' saving throw entries are self-explanatory; however, some illusion spells have a kind of saving throw that causes a
few problems.
Most figment spells (and a few other illusions) have saving throw entries that read: "Will disbelief (if interacted with)." This
can prove maddeningly vague, especially when someone decides to start splitting hairs. Anyone who has played the game for
more than a few hours knows what a Will save is. But what is the effect of disbelief and what constitutes interaction?
 From pages 173-174 of the Player's Handbook:
Saving Throws and Illusions (Disbelief )
Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully
or interact with it in some fashion. For example, if a party encounters a section of illusory floor, the character in the lead
would receive a saving throw if she stopped and studied the floor or if she probed the floor.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent
outline. For example, a character making a successful saving throw against a figment of an illusory section of floor knows the
"floor" isn't safe to walk on and can see what lies below (light permitting), but he or she can still note where the figment lies.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion
isn't real needs no saving throw. A character who falls through a section of illusory floor into a pit knows something is amiss,
as does one who spends a few rounds poking at the same illusion. If any viewer successfully disbelieves an illusion and
communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Disbelief
Page 173 in the Player's Handbook covers disbelief in detail. The text there can be summed up fairly easily. If you make a
successful saving throw against an illusion effect and disbelieve it, you stop perceiving the illusion and it has no effect on you
at all. Illusions from the figment or glamer subschools, however, remain behind as faint, translucent outlines even after you
successfully disbelieve them. These see-through remnants have no effects on you at all, but serve to remind you that the
illusion is there. It also reminds you of those things with which other less perceptive individuals might have to deal. The rules
use an illusory section of floor (presumably a figment) as an example. If you have disbelieved the illusion, you see the floor
(light permitting) as it is; that is, with a gaping hole in it. You also see the outlines of the illusion, however, which can prove
handy when an unsuspecting ally comes on the scene. In fact, you can convey your knowledge to your ally and grant your pal
a saving throw bonus (see Pointing Out Illusions below).
The rules don't say what happens if you successfully disbelieve a figment or glamer that doesn't have a visual element. It's a
safe bet, however, that you remain aware of the figment or glamer without being affected or hindered in any way.
Interacting With Illusions
According to page 173 in the Player's Handbook, you don't receive a saving throw against an illusion effect with a disbelief
saving throw until you study the illusion carefully or interact with it in some way. The text uses an illusory floor as an
example. The character in the example provided there gets a saving throw by stopping to examine the floor (study) or by
probing the floor (interaction).
For game purposes, we can define "studying" an illusion as taking an action (which DMs can choose to make a move action
since this is an extrapolation of the rules and not an actual rule) to observe an illusion effect and note its details. Some DMs I
know require a Spot or Search check to disbelieve an illusion. That's going too far. Merely pausing and using an action to
make the check is enough to allow a saving throw.
Also for game purposes, we can define "interacting" with an illusion as doing something that could affect the illusion or
allowing the illusion to have an affect on you. You have a valid claim to an interaction with an illusion when you attack it,
touch it, talk to it, poke it with a stick, target it with a spell, or do something else that one might do with a real creature or
object.
The key to disbelieving an illusion is investing some time and effort in the illusion. If you decide to ignore the illusion, you
don't get a saving throw to disbelieve it. Let's consider the illusory guard from a previous example. The guard is a figment
created with a major imagespell, and the caster has left the illusory guard to prowl around a chamber. A character entering
or looking into the chamber might react to the illusory guard in several ways, some of which will allow a saving throw to
disbelieve and some that will not. Here are just a few possibilities:
 The character tries to sneak past the guard.
Although both hiding and moving silently are resolved with opposed skill checks, the character really isn't doing anything that
could affect the illusion and isn't really interacting with it. It would be best to call for the appropriate checks from the
sneaking character and then pretend to make the opposed rolls (the illusory guard cannot see or hear the character). The
character doesn't get a saving throw against the illusion.
 The character attacks the guard.
Attacking an illusion is a definite interaction. The character makes the attack, using at least a standard action to do so. Hit or
miss, the character makes a Will save to disbelieve the illusion immediately after making the attack roll.
If the attack hits, the character probably should disbelieve automatically (see Automatic Interactions or Automatic Disbelief,
below) as the character sees and feels the weapon passing through the figment with no effect (just like swinging the weapon
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through empty air). If the illusion in question were a shadow instead of a figment, a successful attack would not result in
automatic disbelief (there's something solid to hit there).
 The character takes a moment to observe the guard's movements.
The DM can choose to make this at least a move action for the character -- as noted earlier, this is an extrapolation of the
rules, not an actual rule. No check is required, and the character makes a saving throw to disbelieve the illusion as part of the
action used to observe the guard.
 The character tries to identify the guard's uniform or insignia (or simply looks for the same).
This kind of scrutiny merits a standard action. The character makes a Spot or Search check to look over the guard's gear (or
possibly an appropriate Knowledge check). A successful check reveals something about the guard's gear. For example, if the
illusion's caster included insignia or if a particular uniform style is included in the figment, the check reveals those. In any
case, the character makes a saving throw to disbelieve the illusion as part of the action used to study the guard, even if the
check fails to uncover any details.
 The character taunts the guard or asks the guard a question.
This one might qualify as an interaction, or it might not. Speaking usually is a free action, but meaningful communication
between two creatures takes up some time.
 From page 144 of the Player's Handbook:
Speak
In general, speaking is a free action that you can perform even when it isn't your turn. Some DMs may rule that a character
can only speak on his turn, or that a character can't speak while flatfooted (and thus can't warn allies of a surprise threat
until he has a chance to act). Speaking more than few sentences is generally beyond the limit of a free action; to
communicate more information than that, your DM may require that you take a move action or even a full-round action.
If the character and the guard are alone and there hasn't been an initiative roll, the character needs to stick around to note
the guard's reaction to the taunt or wait for the guard's reply to truly interact with the illusion. (That's the equivalent of a
move or standard action.) The character makes a saving throw to disbelieve the illusion as part of the action used to
communicate with the guard.
If this interaction occurs during an encounter, the character could speak as a free action, but she probably would have to wait
until the following round to attempt a saving throw to disbelieve. (A real creature would need the same interval to respond,
probably using a free action itself.)
Automatic Disbelief
According to the Player's Handbook, if you're faced with proof that an illusion isn't real, you disbelieve the illusion without
making a saving throw. The rules give a few examples of "proof" that an illusion isn't real. If you step on an illusory floor and
fall through, you know that floor isn't real. Likewise, if you poke around an illusory floor and your hand (or the implement
you're using as a probe) goes through the floor, you know the floor isn't real.
It's worth noting that in both examples the illusion fails to function as a real object would. A real floor is solid. It supports
your weight (unless it breaks under you), and you can't push objects or parts of your body through it. A character could
create an illusion that reacts appropriately when disturbed (with a programmed image spell, for example). In such cases, a
character interacting with the illusion still must make a saving throw to disbelieve the illusion. For example, if you use a
programmed image spell to create an illusory floor that collapses when someone touches it or walks in it, that's consistent
with the way at least some real floors work and a saving throw is required to disbelieve even when someone falls through it.
The rules don't say so, but if you create an illusion that allows a saving throw for disbelief, you automatically disbelieve it
(you know it isn't real because you created it).
Automatic Interactions
As noted above, you must take some action that could affect an illusion before you can attempt to make a saving throw to
disbelieve it. Some illusion spells, however, allow saves to disbelieve even when you don't use an action to interact with
them. The ventriloquism spell, for example, allows a saving throw to disbelieve whenever you hear the figment sound the
spell produces. It always pays to read an illusion spell's description for such exceptions to the general rule.
Dealing with the Unbelievable
The rules governing illusions assume that the spellcaster is at least trying to create something believable. When an illusion
spell allows a saving throw for disbelief and the caster creates something unbelievably weird, it's best to allow an immediate
saving throw. You're the best judge of what's unbelievable in your campaign. In a world where dogs breathe fire (hell
hounds), immense dragons fly through the air, and wizards can shoot bolts of lightning from their fingertips, what's
unbelievable covers a tiny slice indeed. Still, if the illusion caster is just being silly (singing carnivorous vegetables,
bloodsucking bunnies, dancing hippos), it's best to just roll a saving throw.
Pointing Out Illusions
According to page 174 in the Player's Handbook, a character who successfully disbelieves an illusion and communicates that
information to others grants those other characters a +4 bonus on saving throws to disbelieve the illusion. The rules don't
specifically say so, but a character claiming the bonus still must use an action to study or interact with the illusion before
attempting a saving throw.
Using Figments Well
As noted above, spellcasters often make the mistake of trying to use figment spells (such as silent image, minor image, and
major image) to make something look like something else. Figment spells don't do that -- you need a glamer spell for the
task. You can craft a figment to fit in with its surroundings or to conceal something. Consider these situations:
 A party wishes to hide in a dungeon room just beyond an archway.
You cannot use a figment to make the archway look like an unbroken wall. You can, however, use a figment to make the
archway look like it has been bricked up; the edges of the bricked area will conform to the archway. You also could use a
figment to create an illusory door that fills the doorway. You could even include hinges for the door (set atop the frame of the
arch) and a big lock.
 You wish to draw some bad guys into an ambush by creating a false oasis in the desert.
You cannot use a figment to make empty sand look like an oasis. You still can create an illusory oasis with one or more
figment effects. You can create an illusory pool of water to fill a depression in the sand, and you can sprinkle the area with
illusory palm trees and undergrowth.
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If the area is very flat, you won't be able to create a believable figment pool of water, but you might get away with a spring
where water bubbles to the surface and soaks back into the sand.
 A party caught in the open wants to hide from an airborne foe.
A figment can't make the party look like they aren't there. It can, however, make them a place to hide. You could use a
figment spell to make an illusory house, a grove of trees (with leafy branches for concealment), or even a hill or big rock. The
party will be concealed so long as the characters stay underneath the illusion.
A Few Additional Notes on Figments
The foregoing examples also serve to illustrate concepts above:
Characters hiding behind or under the illusions here need to make saving throws to successfully disbelieve them (assuming
they want to do so). The caster, however, knows the illusions aren't real. If the caster points out the illusions, the characters
get a +4 bonus on their saves; in this case, the DM might want to waive the saving throws and assume disbelief to save time.
In any case, a successful saving throw against a figment spell reveals the figment to be unreal, but still visible (if it's a visible
figment) as a see-through outline. This is helpful to characters using a figment for concealment because they can see right
through the figment and also know exactly where the figment is so that they can remain concealed.
In many cases, creatures who are unaware that illusion magic is at work probably will not gain saving throws to disbelieve
the figments in these examples. A creature in the vicinity of one of these figments probably would pass right by without
taking any action to study or interact with the figment and gain a saving throw. This, however, applies only to creatures
passing casually though the area. A creature that is deliberately searching for the party that the figments in these examples
conceal probably will poke around long enough to gain a saving throw through study or interaction (or might simply stumble
through the figment). Likewise, a creature that is very familiar with the locale where the figments have been placed probably
will note the sudden appearance of a new feature and gain an immediate saving throw (because doors, oases, and hills don't
just spring up in a matter of minutes or hours usually).
Illusions and Mindless Creatures
Unraveling an illusion is partly a matter of intellect, but mostly a matter of analysis and perception. Any creature can attempt
to disbelieve an illusion because every creature has a Wisdom score. A mindless creature, however, is much less likely to find
something just plainly unbelievable (and thus gain a saving throw to disbelieve with no study or interaction) than a creature
with an Intelligence score would be. A mindless creature lacks an internal catalog of memories and expectations that can
generate the level of incredulity required to evoke instant disbelief.
Illusions and Objects
Objects have no senses and no Wisdom scores. They cannot disbelieve an illusion, but they can't perceive it either.
Shadows are a special case. A shadow is partly real and can affect an object just as anything real can. Shadow spells that
have a reduced effect when disbelieved generally have reduced effects against objects because objects can't believe them.
Check the description of the shadow spell in question to be sure. For example, objects automatically are assumed to make
their saving throws against the various shadow conjuration and shadow evocation spells presented in the Player's Handbook.
In other cases, follow the rules for object saving throws against spells (in most cases an unattended, nonmagical object
doesn't get a saving throw against a spell).
More Fun With Shadows
In most cases, what applies to a figment spell also applies to a shadow spell, with one important exception: A shadow is
partially real. A shadow can have real effects, even when a subject disbelieves the shadow.
A shadow's quasi-real nature can pose some problems in play. Here are a few tips and reminders for handling shadows:
 A shadow is only partially real whether a subject believes it is real or not. A shadow's degree of reality is expressed as
a percentage given in the spell description. For example, a creature conjured with a shadow conjuration spell is only
20% real.
Certain aspects of a shadow always depend on its degree of reality. These aspects include hit points.
Other aspects of a shadow remain fixed, no matter what its degree of reality. These include gross dimensions (height, width,
thickness), superficial details (color, shape, anatomical features), attack bonus (but see below), saving throw bonuses, skill
scores, and ability scores. For example, a shadow ogre mage (page 200 in the Monster Manual) that is 20% real has 5 Hit
Dice, but only 7 hit points (20% of 37, rounded down to the nearest whole number). Its initiative and speed ratings are
unchanged. Its Armor Class depends on whether its attacker believes it is real. The rest of the monster's statistics are
unchanged, though some of its combat results will be reduced against foes who have successfully disbelieved it.
 When a creature believes a shadow is real, the shadow interacts with that creature exactly like the real creature or
object it depicts, except as noted previously.
A shadow creature strikes in combat for full damage if the other creature believes it is real. It likewise has its full Armor Class
bonus if the creature attacking it believes it is real. Nevertheless, the shadow has only part of its real counterpart's hit points.
When a creature successfully disbelieves a shadow, the shadow has a partially real effect when interacting with that creature.
When dealing with a partially real effect from a shadow, first attempt to reduce the effect according to the shadow's degree of
reality. If the aspect can be expressed as a number, you simply reduce it accordingly. Be sure, however, that you apply the
reduction only once to any particular number. For instance the shadow ogre mage from the previous example normally
strikes with its greatsword for 3d6+7 points of damage. Against a foe who has successfully disbelieved it, the shadow ogre
mage uses its normal attack bonus of +7, but deals only 20% of its usual damage with a successful hit. Roll damage
normally, but apply only 20% of the resulting damage. For example, the shadow ogre mage hits and rolls 3d6+7 points of
damage for a total of 19 points. It deals only 3 points (20% of 19, rounded down to the nearest whole number). When the
disbelieving foe attacks the shadow ogre mage, its Armor Class is calculated as follows: base 10 (unchanged), -1 size
(unchanged), +1 additional bonus (+5 natural, +4 chain shirt; that is an unadjusted total +9; 20% of that is 1.8, rounded
down to the nearest whole number). The disbelieving foe has to contend with AC 11, touch 9, flat-footed 11. If the shadow
ogre mage had a Dexterity bonus, that, too, would be added into the pool of AC bonuses that would be reduced.
The shadow ogre mage still occupies 10 feet of space on the battlefield, and it has a reach of 10 feet. It conducts combat as a
Large creature.
You might wonder why the size modifier wasn't altered for the shadow ogre mage's Armor Class. The shadow ogre mage is
still tall and broad enough to present a big target, so size still has its full effect (as it would if the shadow combatant were
small enough to gain an Armor Class bonus).
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Being only part real cannot make a creature a more capable foe. Do not reduce Dexterity penalties when calculating a
shadow's Armor Class.
The shadow ogre mage has its full suite of spell-like abilities. Its damage-dealing ability, cone of cold, works normally against
a disbeliever, except that the damage dealt is only 20% of normal. Its other abilities (darkness, invisibility, charm person,
flight, and regeneration) aren't so easy to handle. I recommend that any ability that affects only the shadow creature work
normally (in this case, invisibility , flight, and regeneration). Powers that can affect others or the creature's surroundings
(darkness and charm person) have only a 20% chance to work when theshadow ogre mage uses them. Roll percentile dice,
and on a roll of 81 or higher, the power in question has its full effect. Otherwise, it has no effects at all.
You can use this method to deal with any ability a shadow creature has. First look to a numerical damage value or AC bonus
you can reduce. If there is none, roll to determine if the ability takes effect.
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All About Trip Attacks
Foreword
Sometimes a foe (or unruly ally) becomes much easier to handle when lying on the ground. Fortunately, the rules provide a
method for knocking creatures off their feet -- the trip special attack.
Tripping usually doesn't pose many problems in play; however, tripping involves an opposed roll. Tripping also involves a few
modifiers not typically used in combat. The rules for trip attacks can prove complex enough to give anyone pause from time
to time. This series considers the theory behind the trip attack, examines the process used to resolve trip attacks, and
considers a few variations on the trip attack.
For more on tripping, you might also consult the recent Tactics & Tips Sibling Rivalry column.
Some Terminology
Here are a few key terms used in this series.
Attack of Opportunity
A melee attack that a creature makes during another creature's turn when a foe does something to provoke it. See pages
137-138 in the Player's Handbook and Rules of the Game: All About Attacks of Opportunity for details.
 From page 135 of the Player's Handbook:
Attack of Opportunity
During combat, you threaten all squares adjacent to yours, even when it's not your turn. An opponent that takes certain
actions while in a threatened square provokes an attack of opportunity from you. An attack of opportunity is a free melee
attack that does not use up any of your actions. You can make one attack of opportunity per round. Actions that provoke
attacks of opportunity include moving (except as noted below), casting a spell, and attacking with a ranged weapon.
You provoke an attack of opportunity when you move out of a threatened square, except:
 If you withdraw (a full-round action), opponents don't get attacks of opportunity when you move from your initial
square. If you move into another threatened square, however, opponents get attacks of opportunity when you leave
that square.
 If your entire move for the round is 5 feet (a 5-foot step), opponents don't get attacks of opportunity when you move.
Opposed Check
A check whose success or failure depends on another check, usually from a foe. The two check results are compared, and the
higher check result wins the opposed check. If the two check results are tied, the character with the higher check modifier
wins the opposed check. If both the check modifiers are tied as well, reroll to resolve the opposed check. Continue rerolling
as often as you must to determine who wins the opposed check.
Prone
A creature lying on the ground is prone. When prone, you cannot make ranged attacks with weapons (except for crossbows)
and you suffer a -4 penalty on melee attacks. If you're attacked while prone, you gain a +4 bonus to Armor Class against
ranged attacks but take a -4 penalty to Armor Class against melee attacks. See below for more notes about being prone.
Trip
You can try to trip an opponent as an unarmed melee attack. You can only trip an opponent who is one size category larger
than you, the same size, or smaller.
Making a Trip Attack
Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal
for unarmed attacks.
If your attack succeeds, make a Strength check opposed by the defender's Dexterity or Strength check (whichever ability
score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty
for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs
or is otherwise more stable than a normal humanoid (such as a dwarf). If you win, you trip the defender. If you lose, the
defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.
Avoiding Attacks of Opportunity
If you have the Improved Trip feat, or if you are tripping with a weapon (see below), you don't provoke an attack of
opportunity for making a trip attack.
Being Tripped (Prone)
A tripped character is prone (see Table 8-6: Armor Class Modifiers). Standing up is a move action.
Tripping a Mounted Opponent
You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or
Strength check. If you succeed, you pull the rider from his mount.
Tripping with a Weapon
Some weapons, including the spiked chain, dire flail, heavy flail, light flail, guisarme, halberd, and whip, can be used to make
trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and
you don't provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop the weapon to
avoid being tripped.
Tripping Basics
The rules don't spend much time explaining what a trip attack looks like in the game world. Fortunately, it's not too difficult
to read what the rules have to say about trip attacks and form a picture from that.
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You can make a trip attack against any corporeal creature that is standing more or less upright (see below) whether that
creature is moving or standing still. A trip attack starts like a grapple attack -- you attempt to physically attack your foe with
an unarmed melee touch attack. Instead of trying to hold on, however, you try to push or pull your foe off his feet and make
him fall down. You also can use a trip attack to pull a foe off a mount.
In older versions of the game, what we call a trip attack now was called an overbearing attack. The term "overbear,"
however, implies that you tackle your foe and fall to the ground with him, and that's not the case with a trip attack. You
remain upright even if your trip attack succeeds in forcing your foe prone.
Here's an overview of the rules for tripping:
 You make a trip attack in lieu of a melee attack.
You can trip using the attack action or using the full attack action. You also can make a trip attack as an attack of
opportunity.
If you use the full attack action to trip a foe and your base attack bonus allows you to make multiple attacks during your
turn, you can use the extra attacks to beat up the foe you've just tripped. If you do that, your foe's reduced Armor Class
(from being prone) is a benefit for you. (You also can use your extra attacks against other foes if you want.)
If you have the Improved Trip feat, you can immediately make a free melee attack against a foe you have tripped.
 You can attempt a trip attack against a foe one size category bigger than you, the same size as you, or smaller than
you.
You can't trip a foe two or more size categories bigger than you -- you just can't force a creature that much bigger than you
off its feet.
 You begin a trip attack with an unarmed melee touch attack.
The rules don't come right out and say it, but you use your melee touch attack to get a purchase on your foe (so you can
throw, push, or pull him down). The melee touch attack provokes an attack of opportunity from your foe.
If you wield the right kind of weapon, you can use it for the touch attack and avoid the attack of opportunity.
If you have the Improved Trip feat, a melee touch attack you make to trip a foe doesn't provoke an attack of opportunity.
Curiously enough, your trip attack isn't spoiled if the attack of opportunity you provoke when you initiate the attack deals you
damage (as it does if you attempt to grapple a foe; see page 156 in the Player's Handbook). Resolve the attack of
opportunity (if any) you provoke before completing your trip attack. If you're still alive and conscious after the attack of
opportunity, you can proceed to the next step.
 After you've made a successful melee touch attack, you make an opposed Strength check to pull (or push) your foe off
his feet.
Your foe resists your Strength check with either a Strength check or a Dexterity check (whichever gives the foe a higher
modifier for the opposed check).
The check you make as the attacker is part of the action you used to make the trip attack. The check the defender makes
isn't an action for the defender.
Several modifiers apply to the opposed check you make to resolve a trip attack. Size has a big effect on trip attacks. (The
bigger creatures can force other creatures off their feet more easily and also have an easier time resisting attempts to force
them down.) Each combatant gains a +4 bonus for each size category he is larger than Medium and a -4 penalty for each size
category smaller than Medium. See below a table that summarizes size modifiers for trip attacks.
A defender (only) with more than four legs gains a +4 bonus on opposed checks to avoid being tripped. Some creatures, such
as dwarves, are more stable than other bipeds and gain a +4 bonus to resist being tripped while standing on the ground (see
the dwarf race entry in the Player's Handbook).
 If you attempt to trip a foe and win the ensuing opposed check, you dump your foe to the ground.
Your foe falls to the ground and winds up prone. If you've pulled your foe down from a height (as you might if you've tripped
a climber or rider), the foe might take some falling damage.
 If you attempt to trip a foe and lose the ensuing opposed check, your foe gets a free attempt to trip you.
Your foe is not required to make a trip attempt against you. If he chooses to make the attempt, that's not an action for your
foe. The foe does not make a touch attack to trip you, and the attempt does not provoke an attack of opportunity from you.
The checks the two of you make to resolve the trip attempt aren't actions for either of you.
The rules don't say so, but it's best if you don't allow the original attacker another trip attempt if the defender's reactive trip
attempt fails.
Size Modifiers for Trip Attacks
As noted above, you receive a bonus on opposed checks to resolve trip attacks if your size is bigger than Medium. You get a
penalty on opposed checks to resolve trip attacks if your size is smaller than Medium. Your size modifier applies whether
you're the attacker or the defender, and the size modifier for trip attempts is the same as the modifier for grappling. Table 71 in the Monster Manual shows the modifiers:
Size Category
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Grapple/Trip Modifier
-16
-12
-8
-4
+0
+4
+8
+12
+16
Kinds of Trip Attacks
The trip attack covers almost any situation in which one combatant tries to make another fall down, from sticking out a foot
to cause a character to stumble to yanking a rider out of the saddle.
Who Can Be Tripped
Any creature that is subject to gravity and somehow holds itself off the ground is subject to trip attacks. Incorporeal
creatures can't be tripped -- even by other incorporeal creatures -- because they can't fall down. A prone creature has
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already fallen down and can't be tripped. (This can prove significant when you've tripped a foe and wish to keep him down;
see below the section on being tripped.) Limbless creatures pretty much just lie on the ground (at least while using their
normal land speeds or just standing around on a fairly level space) and usually can't be tripped unless they're climbing or in
some other precarious situation. This includes creatures with the ooze type, snakes, and anything else that wiggles and
slithers. The rules don't give any guidance on creatures whose body types make them immune to trip attacks, so you'll have
to rely on your common sense here.
Tripping Climbers
When you make a trip attack against a creature using the Climb skill or using a climb speed, you literally dislodge the climber
from the surface she is ascending (or descending). You resolve the trip attack just as you would any other trip attack, except
that if you succeed the climber falls. The climber, however, can make a Climb check to catch himself as noted in the Climb
skill description. If the climber doesn't catch herself, she falls to the bottom of the slope or wall she was climbing and takes
the appropriate amount of damage. The climber is prone after falling.
Tripping Flyers
A creature flying with wings can be tripped. If the attempt succeeds, the creature stalls and falls 150 feet. See Rules of the
Game: All About Movement for details (and a few unofficial additional rules about tripping flying creatures).
Creatures that fly without wings (and any creature with perfect maneuverability) can't be tripped while flying. If the creature
is still in the air after stalling, it must succeed on a DC 20 Reflex save to recover and resume flying. Otherwise it falls another
300 feet. If it hits the ground, it lands prone and takes falling damage.
Tripping Swimmers
Since water tends to hold creatures up, you can't trip a swimmer.
Tripping Riders
You can pull a rider out of his seat with a trip attack. If you win the opposed check, the rider falls off his mount and takes 1d6
points of damage if the mount is moving or standing on the ground. If you make someone fall off a flying mount, she could
take considerably more damage, depending on the mount's altitude.
The rider on a mount that isn't flying can attempt a Ride check (DC 15) to soften the fall and take no damage. The rider lands
on his feet if he successfully softens his fall. If he takes damage, he falls prone.
Weapons in Trip Attacks
Using a weapon to trip a foe is a great idea. You avoid the attack of opportunity you provoke if you tried to trip the foe using
your hand. If you trip with a reach weapon, you can trip at a distance -- albeit a fairly short one. Finally, if you lose the
required opposed check and become subject to a trip attempt from your foe, you can avoid the attempt by dropping the
weapon (a free action). If you drop the weapon, you must decide to do so before you and your foe make opposed checks to
resolve the reactive trip attempt.
You can't trip with just any weapon. The weapon has to be flexible enough to wrap around the foe (or part of the foe) or it
must have some sort of a hook or projection at the business end that can snag a foe. It would be helpful if Table 7-5 in the
Player's Handbook indicated which weapons are useful for trip attacks, but it doesn't. The rules for trip attacks on page 159,
however, include a list of weapons that can be used in trip attacks. The detailed weapon descriptions on pages 114-122 in the
Player's Handbook also mention if particular weapons are useful for trip attacks. The weapons from the Player's Handbook
you can use to trip foes are spiked chain, dire flail, heavy flail, light flail, guisarme, halberd, and whip. The spiked chain,
guisarme, halberd, and whip have reach. The spiked chain and whip can be used against foes adjacent to you.
When considering weapons introduced in other books, check the text description included with the weapon. If the weapon can
trip a foe, the text describing the weapon will say so.
Being Tripped
As noted above, you fall prone when a foe successfully trips you. Also as noted above, when you're prone, you cannot make
ranged attacks with weapons (except for crossbows) and you suffer a -4 penalty on melee attacks. If you're attacked while
prone, you gain a +4 bonus to Armor Class against ranged attacks but take a -4 penalty to Armor Class against melee
attacks.
Standing up from being prone is a move action that provokes an attack of opportunity. You can crawl 5 feet as a move action
without getting up, but doing so provokes attacks of opportunity. SeeRules of the Game: All About Movement for details.
It's possible to attempt a trip attack as an attack of opportunity. Fortunately, you can't be tripped while getting up from
prone, at least not through the attack of opportunity you provoke. That because attacks of opportunity are resolved before
the actions that provoke them (there are a few exceptions, see Rules of the Game: All About Attacks of Opportunity for
details). When you try to stand up from a prone position, the attack of opportunity comes before you get back on your feet.
Since you're still prone when the attack comes, the attack of opportunity can't trip you.
Your foes still can use trip attacks to keep you down when you're prone, however. A foe can use the ready action to prepare a
trip attack against you when you stand up.
Some people think you don't threaten the area around you after you've been tripped (or any time you're prone). That's not
true, however. You have some penalties (as noted earlier), but you still can make melee attacks into the squares around you.
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Monstrous Conundrums
Foreword
The current rules for the D&D game give players and DMs tremendous opportunities for creating unique characters and
unexpected challenges. If you want to play a troll cleric/rogue, you can. If you want to bedevil your players with a rakshasa
rogue, you can. Unfortunately, when you start mixing monsters with class levels you can find yourself descending into a maze
of rules and numbers that could make a paladin curse.
We here delve into the fine art of creating monstrous player characters and creating monsters with class levels as foes for
player characters.
Some Key Terms
One of the biggest hurdles players and DMs face when dealing with monsters is making sense of all the terms the game uses
when dealing with the subject. All of these terms mean very different things (or there wouldn't be separate terms), but many
of them look and sound the same. Here are several terms we'll examine in depth:
Bonus Feat
An extra feat a creature gains outside of its normal allotment. A bonus feat might allow a creature to choose any feat (for
example, the bonus feat a human gains at 1st level). A bonus feat also might be restricted to a short list or even be restricted
to a single feat. (For example, a 1st-level monk can select either Improved Grapple or Stunning Fist as a bonus feat.)
Sometimes, a creature can have a bonus feat without meeting the feat's prerequisites. When this is the case, the bonus feat's
source will say so. For example, a monk can select bonus feats from the list the class offers at 1st, 2nd, and 6th levels
without meeting any prerequisites for those feats (see the monk class description).
Class Level
The total number of levels a creature has in a class. For example, a 5th-level fighter has 5 class levels in the fighter class. A
5th-level fighter/5th-level wizard has 5 class levels in fighter and 5 class levels in wizard.
Class level affects many things. See below for a comprehensive look at class level.
The term "class level" and "Hit Dice" are often used interchangeably (especially when dealing with spells and other magical
effects) because a class level provides a creature with a Hit Die. Class levels and Hit Dice, however, are not really the same
thing. A Hit Die is something a creature can have by virtue of its race and size. A class level has to be earned through
experience.
Character Level
The total number of class levels a creature has, plus any racial Hit Dice the creature has.
A human 5th-level fighter/5th-level wizard has 10 class levels. An ogre 5th-level fighter/5th-level wizard has 14 class levels
(10 class levels plus 4 racial Hit Dice).
Character levels determine when a creature gains feats and ability score increases (see Table 3-2 in the Player's Handbook).
Any feats a creature gets by virtue of its character levels are in addition to any bonus feats it has from its race or from its
class levels.
In addition, character level determines how much experience a character earns when he defeats a foe and how many
experience points he needs to gain his next class level.
 From page 181 of the Player's Handbook:
Hit Dice
The term "Hit Dice" is used synonymously with "character levels" for effects that affect a number of Hit Dice of creatures.
Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Challenge Rating (CR)
Challenge Rating reflects a game designer's best judgment about how tough a monster will prove in a fight. The CRs of all the
creatures in an encounter help to determine the encounter's Encounter Level (see Chapter 3 in the Dungeon Master's Guide).
When characters defeat a creature, the creature's CR is a starting point for determining each character's experience award for
the victory. You must compare the defeated monster's CR with each character's effective character level or ECL (see pages
36-37 in the Dungeon Master's Guide).
The experience award a character receives for a particular defeated monster is the same no matter what the encounter's EL
was (but see Modifying XP Awards on page 39 of the Dungeon Master's Guide).
Effective Character Level (ECL)
Character level plus the level adjustment for the character's race. For example, a drow has a level adjustment of +2. Many
people (and even one or two rulebooks) say ECL when they really mean level adjustment.
 From page 172 of the Dungeon Master's Guide:
Add a monster's level adjustment to its Hit Dice and class levels to get the creature's effective character level, or ECL.
Effectively, monsters with a level adjustment become multiclass characters when they take class levels. Characters with more
than 1 Hit Die because of their race do not get a feat for their first class level as members of the common races do, and they
do not multiply the skill points for their first class level by four. Instead, they have already received a feat for their first Hit
Die because of race, and they have already multiplied their racial skill points for their first Hit Die by four. Use ECL instead of
character level when referring to Table 3-2: Experience and Level-Dependent Benefits in the Player's Handbook to determine
how many experience points a monster character needs to reach its next level. Also use ECL with Table 5-1: Character
Wealth by Level to determine starting wealth for a monster character.
Monster characters treat skills mentioned in their Monster Manual entry as class skills.
 From page 36 of the Dungeon Master's Guide:
A Challenge Rating is a measure of how easy or difficult a monster or trap is to overcome. Challenge Ratings are used in
Chapter 3: Adventures to determine Encounter Levels (EL), which in turn indicate how difficult an encounter (often involving
multiple monsters) is to overcome. A monster is usually overcome by defeating it in battle, a trap by being disarmed, and so
forth.
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Encounter Level (EL)
Encounter Level is strictly a tool for the DM to use when deciding if an encounter is too easy, about right, or too hard for a
particular group of characters. It has no real effect on play. Some people think that Encounter Level determines how much
experience character can gain from an encounter, but that's not so (see Challenge Rating).
Feat
A special trait or ability that either gives a creature a new capability or improves one the creature already has. A creature has
one feat for its first class level or Hit Die, and gains one more feat at each level or Hit Dice that is evenly divisible by three.
Table 3-2 in the Player's Handbook shows feats player characters get as they gain levels.
A creature can gain extra (bonus) feats from its race, class, or from some other source.
Hit Die or Hit Dice
The die (or collection of dice) rolled to determine a creature's hit points. A creature's Hit Dice can come from its race, from its
class (or classes), or both.
A creature's total Hit Dice also serves as a measure of its overall power. Many spells can affect creatures with a certain
number of Hit Dice (including dice from class levels) or lower. Other spells can affect creatures whose total Hit Dice (or levels
plus Hit Dice) don't exceed a specified total.
Level Adjustment
A value assigned to a creature from a nonstandard race to help promote some equity among the player characters in a
campaign.
When a character has a level adjustment, use the character's ECL (character level plus level adjustment) to determine the
character's starting equipment and how the character earns and benefits from experience, as noted on page 172 of the
Dungeon Master's Guide. Use the actual character level for just about everything else (see below).
Class Level
Anyone who plays the D&D game encounters the term "level" often. It seems that almost everything in the game has levels:
spells, characters, encounters, even dungeons. In general "level" is a measure of power or inherent danger. The higher the
level, the more power or danger. This week, we'll sort out the variations on the term "level" as it applies to monsters and
monsters that also are members of character classes.
Gaining a class level grants a creature a host of benefits, as a look through the class descriptions in the Player's Handbook
will show. Here's a summary of the perks a class level grants:
A Hit Die.
The class description shows the Hit Die's size. If this is the first Hit Die the creature receives, the Hit Die has the maximum
result.
When a creature of the humanoid type with one racial Hit Die or fewer gains its first class level, the racial Hit Die is dropped
in favor of the class Hit Die. Creatures of other types simply add the class Hit Die to their existing Hit Dice, even if they have
only one racial Hit Die. (The text dealing with monsters as races in the Dungeon Master's Guide doesn't make this clear, but
the text in the Monster Manual does; see page 290). If the creature has levels from other classes, the Hit Die from the new
class is added to the creature's total Hit Dice.
 From page 190 of the Monster Manual:
Humanoids and Class Levels
Creatures with 1 or less HD replace their monster levels with their character levels. For example, a goblin sorcerer loses its
humanoid attack bonus, saving throw bonuses, skills, and feats, and gains the attack bonus, save bonuses, skills, feats, and
other class abilities of a 1st-level sorcerer.
Base attack bonus and base save bonuses
The table included in the class description shows the amount of each bonus. If the creature drops a racial Hit Die in favor of
the class Hit Die (see the note at Hit Die, above), the bonuses from the class level replace the bonuses the racial Hit Die
provides. If the creature has racial Hit Dice that aren't dropped, or other class levels, add the base attack bonus and base
save bonuses to the creature's existing totals.
Remember that a creature is entitled to extra attacks when its base attack bonus is +6 or higher, provided it uses the full
attack action. See page 59 in the Player's Handbook. Creatures using natural weapons don't gain extra attacks from a high
base attack bonus.
Skill points
The class description shows the number of skill points the class grants at each level.
If the creature drops a racial Hit Die in favor of the class Hit Die (see the note at Hit Die, above), the skill points from the
class level replace the skill points from the dropped Hit Die. If these are the first skill points the creature receives, the
allotment of skill points from the class is quadrupled.
If the creature has racial Hit Dice that aren't dropped, or other class levels, add the skill points gained from the class level to
the creature's total skill points. In this case, do not quadruple the skill points from the class, even if this is the first class level
the creature has earned (the creature has already received quadruple skill points for its first racial Hit Die; see page 172 in
the Dungeon Master's Guide).
 From page 172 of the Dungeon Master's Guide:
Other Statistics for Monsters
Creatures with Hit Dice of 1 or less have normal, class-based Hit Dice and features. They get a feat for their first class level
and multiply the skill points for their first class level by four (even if they have a level adjustment). Those with 2 or more Hit
Dice have statistics based on these Hit Dice plus Hit Dice for class levels (if any).
The creature treats any skill included in its creature description as a class skill; however, it must spend the skill points as a
multiclassed character. Its maximum rank for the racial skill is character level +3 (see page 59 in the Player's Handbook). If
the racial skill is not a class skill for the class that gave the creature the skill points, though, the creature still must pay two
skill points for one rank in the skill.
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Class features and bonus feats (if any)
The class description shows any special powers, spellcasting, bonus feats, or other benefits the class level grants. Any levelbased variable a class feature has uses the creature's class level for the variable no matter what the creature's total Hit Dice,
character level, or effective character level. For example, an astral deva with 5 paladin levels has 17 Hit Dice (12 racial Hit
Dice and 5 class dice) and an effective character level of 25 (thanks to its level adjustment of +8). Nevertheless, the
character deals 5 extra points of damage with its smite evil power, because it is only a 5th-level paladin.
If a creature gains the same power from two or more different sources, it combines its level from each source to determine
its effective level for that power. For example, an astral deva has the uncanny dodge power of a 12th-level rogue. If an astral
deva gains 5 rogue levels, it has the uncanny dodge power of a 17th-level rogue.
See the section on multiclassed characters in the Player's Handbook (pages 59-60) for more information about combining
class abilities.
Character Level
As noted above, character level is the total of all the class levels and racial Hit Dice a creature has. Character level affects the
following aspects of the character:
Feats
As noted above, a creature has one feat for its first level or Hit Die and gains another feat at each character level evenly
divisible by three. Bonus feats the creature receives from its race or from any class levels the creature has are in addition to
the feats it has gained from its character level.
Ability Increases
A creature gains a +1 increase to one ability score every four character levels. This is not a bonus, but an outright increase.
The improvement stacks with any temporary or permanent ability score bonuses the creature might receive.
Experience awards for single monsters
When awarding experience for a monster that player characters have defeated, you must compare the PC's character level
with the monster's Challenge Rating to determine how much experience to award; see page 37 in the Dungeon Master's
Guide.
The next class level
A creature's current character level determines how much experience the creature must earn before it can add its next class
level, as shown on Table 3-2 in the Player's Handbook.
Cash and equipment
Use character level when referring to Table 5-1 in the Dungeon Master's Guide.
Effective Character Level (ECL)
When a character has a level adjustment, add her racial Hit Dice, class levels, and level adjustment to get her effective
character level. Use effective character level instead of actual character level when determining the experience award the
character receives for defeating a monster, the experience the character needs to reach her next class level, and for
determining how much cash and equipment the character should have. Also use effective character level to decide when the
character can select epic feats and when it gains an epic attack and save bonus (see page 209 in the Dungeon Master's
Guide).
Challenge Rating (CR)
Once you've built a monster with a few class levels to challenge player characters, you still must rate the challenge.
Unfortunately, that task is a little more complicated than it seems at first. Fortunately, the rules provide plenty of material to
guide you through the task.
You can find guidelines for matching foes to player characters on pages 37-38 and 48-50 in the Dungeon Master's Guide and
pages 293-294 in the Monster Manual.
As noted above, a creature's Challenge Rating is a general measure of how much danger the creature poses during an
encounter. A creature's CR indicates the average level that a party of four fresh characters would find moderately difficult to
defeat; see page 7 in the Monster Manual for details.
 From page 7 of the Monster Manual:
Challenge Rating
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate
difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given
reasonable luck, the party should be able to win the encounter with some damage but no casualties. For more information
about Challenge Ratings, see pages 36 and 48 of the Dungeon Master's Guide.
It's important to remember that CR measures a creature's ability to challenge a party of four characters during a single
encounter. A creature's Challenge Rating is no indication of how formidable it could prove as a player character. A monster
that PCs meet during an adventure is present for one or two encounters at most. A player character, on the other hand, is
present for just about every encounter in the campaign -- that is why the game includes level adjustments. A creature's CR
and its character level or ECL can be wildly different, and that's a good thing because CR and character level or ECL measure
different things.
CR Adjustments for Class Levels
Usually, it's pretty simple to calculate the CR for a creature with a few class levels -- just add the creature's class levels to its
base CR (that is, the CR the creature has when it has no class levels at all). You need to be alert, however, for variations on
the basic rule.
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Creatures with NPC Class Levels
When a creature has levels in one of the NPC classes presented in Chapter 4 in the Dungeon Master's Guide, subtract one
from the class level before adding it to the base CR. A creature's CR, however, always increases by at least +1 when it has an
NPC class level.
 From page 38 of the Dungeon Master's Guide:
Since NPC classes (see Chapter 5: Campaigns) are weaker than PC classes, levels in an NPC class contribute less to a
creature's CR than levels in a PC class. For an NPC with an NPC class, determine her Challenge Rating as if she had a PC class
with one less level. For a creature with monster levels in addition to NPC class levels, add the NPC levels -1 to the creature's
base CR (always adding at least 1).
Humanoids with No CR or Racial Hit Dice
Humans and other standard races from the Player's Handbook have no Hit Dice or CR except for what they gain from their
class levels. Such creatures have a CR equal to their class levels. If the creature has levels from an NPC class, subtract one
from the number of NPC levels they have when calculating CR. If the creature has only one NPC class level, it has a CR of
1/2.
See pages 37-38 in the Dungeon Master's Guide for an extended example of this rule in action.
Creatures with Nonassociated Class Levels
Sometimes, adding class levels to a creature doesn't make it more dangerous to foes. When that happens, not all the level
are added to the creature's basic CR.
Only levels equal to or less than the creature's racial Hit Dice can be nonassociated. Divide any nonassociated class levels in
half before adding to the base CR to get the increased CR for the class levels.
The rules don't say so, but you should round down if the number of levels isn't an even number. If you're adding NPC class
levels, subtract one before dividing (and you still round down).
Here's an example of a CR adjustment using nonassociated class levels: A troll has 6 racial Hit Dice and a CR of 5. If a troll
has six levels in a nonassociated class from the Player's Handbook, the troll has a CR of 8 (1/2 of 6 is 3 + 5 = 8). If the same
troll, however, adds one more level in the same class, the troll's CR is 9.
The rules don't provide much in the way of guidelines for deciding when a class should be nonassociated, so it's always a
judgment call for the DM.
In general, a class should be nonassociated when its characteristics don't mesh well with the creature's own abilities. For
example, a fire giant is basically a fighting creature. Adding a level in a class that doesn't do much to improve that fighting
ability, such as sorcerer or wizard, probably won't make it much more formidable in battle. I say "probably" because it's
possible to make just about any class mesh well with a creature's racial prowess.
Suppose a tribe of fire giants includes a sorcerer who knows a collection of workaday spells such as mending, alarm, and
locate object. The fire giant sorcerer mostly helps the chief keep the others in line and performs small magical services for
the rest of the tribe as needed. The example fire giant probably will rely on its fighting ability in combat and its sorcerer
levels won't have much effect in a battle. This creature is a prime candidate for nonassociated class levels.
Now let's suppose we have a particularly clever fire giant sorcerer whose spell list has been carefully tuned for combat. This
fire giant knows spells such as shield, true strike, blur, and haste. This fire giant could become a real juggernaut in combat,
and all its sorcerer levels should increase its CR.
Encounter Level (EL)
Once you've found the correct CR for all the creatures with class levels in an encounter, you determine the encounter's EL in
exactly the same way you'd determine the EL in any other encounter. Table 3-1 in the Dungeon Master's Guide is your
primary tool for determining Encounter Levels.
Table 3-1 works well for groups of creatures with the same CR, but doesn't work so well for groups of creatures with varying
CRs. Here are a few tips and reminders for dealing with such groups:
 When two creatures have the same CR, the EL for an encounter featuring them is two higher than the shared CR. For
example, two CR 9 creatures make an EL 11 encounter. (But be sure to check Table 3-1: Encounter Numbers for those
low-CR creatures.)
 When two creatures have CRs within two points of each other, the EL for an encounter featuring them is one higher
than the highest CR. For example, a CR 9 and CR 8 creature make an EL 10 encounter. A CR 9 and CR 7 creature also
make an EL 10 encounter.
 When two creatures have CRs that differ by three or more, use the higher CR to determine the encounter's EL. For
example, a CR 9 and CR 6 creature make an EL 9 encounter.
 When you have a large number of creatures with different CRs, you can determine the EL for an encounter by
arranging them into groups of similar CRs and then grouping the results. Here's an example: A group of creatures
contains eight monsters of CR 3, three monsters of CR 7, and a leader with CR 10.
According to Table 3-1, eight CR 3 monsters have an EL of 9.
Two CR 7 monsters also have an EL of 9.
Combining the two ELs of 9 produces an EL of 11.
An EL 11 group combined with the CR 10 leader produces an EL of 12 for the whole encounter.
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Polymorphing Revisited
Foreword
Rules of the Game explored polymorphing in detail back in the spring of 2004. The spring 2006 announcement
(http://www.wizards.com/default.asp?x=dnd/dd/20060216a) regarding the polymorph spell and the spate of errata
documents it has spawned, however, has changed the polymorph landscape somewhat, and that merits a new look at
polymorphing here.
The polymorph spell itself hasn't changed at all. What has changed is the polymorph spell's role as the basis for most forms
of shapeshifting in the game. Most effects and class features that once referenced the polymorph spell now refer to the
alternate form special quality instead. Unfortunately, the alternate form description refers the reader back to the polymorph
spell, and that text contains references to the alter self spell. All of this cross-referencing sows confusion when characters
begin switching forms during adventures.
This series examines alternate form and how it works in the game. The material presented here draws heavily on the original
Rules of the Game series on polymorphing. Refer to the original series for a glossary of terms used in this series.
The Basics of Alternate Form
You'll find rules for the alternate form special quality on page 305 in the Monster Manual. Here's an overview, along with
some reminders and commentary:
Supernatural ability.
Alternate form is magical and will not function within an antimagic field or anywhere else where magic is negated or
suppressed.
Taking an alternate form is a standard action that does not provoke an attack of opportunity.
A creature using the alternate form power has a moderate aura of transmutation magic (because there's magic in the
transformation into the assumed form), but alternate form is not subject to dispel magic because supernatural abilities can't
be dispelled -- see page 289 in the Dungeon Master's Guide -- nor are they subject to counterspells.
Alternate form works only on the creature using the power. It cannot be used on another creature, even through the share
spells ability.
Limited forms.
A creature with the alternate form special quality can assume one or more specific alternate forms, which are specified in the
creature's description. The creature cannot use alternate forms that are not specified in the description.
No healing.
Unlike the polymorph spell, a creature using alternate form doesn't regain any hit points when assuming a new form.
Gains and losses.
Upon assuming a new form, the creature loses some of its own characteristics and gains certain characteristics of the
assumed form instead. The creature also retains some of its own characteristics. The section that follows examines what
changes and what stays the same.
Assuming an Alternate Form
An alternate form is mostly physical. A creature in an alternate form retains its essential self (assuming an alternate form
also leaves many of the creature's characteristics unchanged), but changes its outward appearance and physical attributes.
 From page 305 of the Monster Manual (adjusted for the errata changes):
Alternate Form (Su): A creature with this special quality has the ability to assume one or more specific alternate forms. A
true seeing spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form
when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature
with a template. Assuming an alternate form results in the following changes to the creature:
 The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the
aquatic subtype, the creature gains that subtype as well.
 The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any
extraordinary special attacks of its original form not derived from class levels (such as the barbarian's rage class
feature).
 The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new
form.
 The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
 The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and
gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
 The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int,
Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one
exception: the creature retains the hit points of its original form despite any change to its Constitution.
 Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not
necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to
cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
 The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it
uses this ability to create a disguise.
Gains size
Upon changing form, the creature gains the assumed form's size.
The size gained is always the size for a typical example of the assumed form's kind. A creature's typical size is listed at the
top of its statistics block in the creature's description. Most creatures allow for some size variations, but those are for
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exceptional specimens. For example, a typical dire bear is size Large. Some dire bears are Huge (see the advancement
section in the dire bear creature description), but if a creature assumes dire bear form through the alternate form class
feature, it becomes Large.
It is possible for a creature description to specify a different size than the typical size for an assumed form, but an assumed
form is limited to the typical size if a different size isn't specified.
A few creatures have a range of typical sizes. Examples include sharks, monstrous spiders, and tojanidas. In such cases the
creature description specifies which sizes the assumed form can have. If not, alternate form allows the creature to assume
any typical size. For example, a bronze dragon could assume the form of a Tiny, Small, or Medium viper because those are all
typical sizes for vipers (see page 280 in the Monster Manual) and all fall within the range of sizes the dragon's alternate form
power allows. Beware of additional blocks of statistics in a creature description that show the creature with a few levels added
(such as the mummy lord), or creature descriptions that show alternative forms (such as lycanthropes). You can't use
alternate form to assume a form with class levels or to assume another creature's alternative forms when shape shifting.
Retains type and subtypes
A creature retains its own type and subtypes when assuming a new form.
The creature's body might look and feel a little different, but it's still the same creature. Any vulnerabilities or immunities the
creature has by virtue of its original type and subtype remain in the assumed form. For example a gold dragon retains its
immunity to magic sleep and paralyzation effects (from its dragon type) even when it assumes an animal or humanoid form.
It also retains its immunity to fire and vulnerability to cold (from its fire subtype) when in an assumed form.
A creature does not gain the assumed form's type or subtypes, and it does not gain any vulnerabilities or immunities from the
assumed form's type and subtypes (with one exception noted in the sidebar and addressed later).
Special attacks or effects that depend on the recipient's type or subtypes affect a creature in an assumed form the same way
they would affect the creature when it is in its natural form. For example, a ranger whose favored enemy is dragons meets a
gold dragon that has assumed the form of a cat (a creature of the animal type). The ranger still benefits from the skill and
combat bonuses her favored enemy class feature provides when she interacts with the masquerading dragon. Likewise, a
ranger whose favored enemy is animals would not gain any benefits against the dragon, even when the dragon wears a cat's
form.
Gains natural weapons and armor, movement and extraordinary special attacks
A creature in an alternate form gains the natural weapons, natural armor, movement modes, and extraordinary special
attacks of its new form.
The creature loses natural weapons, natural armor, movement modes, and any extraordinary special attacks of its original
form not derived from class levels from its natural form in favor of what the new form provides (but see below). All the things
listed here are derived wholly (or mostly) from the creature's outward physical form -- claws, teeth, limbs, skin, and the like.
These things change when the creature's body changes. For example, an adult bronze dragon has six natural weapons (bite,
two claws, two wings, and a tail), all of which it can use with the full attack action. If the dragon assumes a crocodile's form,
it has only two natural weapons (bite and tail) and can use one at a time, even in a full attack (see the crocodile creature
description). The example dragon also gives up its crush extraordinary attack and gains the crocodile's improved grab
instead. The dragon's +20 natural armor bonus becomes +4 (the crocodile's natural armor bonus). The dragon loses its flying
speed (along with its wings) and its land and swim speeds as well. Instead it uses the crocodile's land speed of 20 feet and
the crocodile's swim speed of 30 feet. See below for more notes on speeds.
Retains special qualities.
A creature in an alternate form retains all its special qualities.
As noted above, natural weapons, natural armor, and extraordinary special attacks are mostly a function of a creature's
physical form. Special qualities, however, tend to be tied more strongly to a creature's mind, to its internal physiology, or to
its essential nature.
A creature in an alternate form does not gain any of the assumed form's special qualities.
A creature in an assumed form looks just like the genuine article, but the change is literally only skin deep.
Retains spell-like abilities and supernatural attacks (except breath weapons/gaze)
A creature in an assumed form retains the spell-like abilities and supernatural attacks of its old form (except for breath
weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
Spell-like abilities are largely mental. Supernatural abilities arise from a creature's essential nature. Neither a creature's mind
nor its true species changes along with a change in a creature's outer form.
Gaze attacks and breath weapons are special cases. A gaze attack depends on how the creature's face (or what serves as a
face) is configured. Likewise, a breath weapon requires a specific configuration of lungs (or other internal organs) plus the
throat, windpipe, mouth, and other breathing apparatus. For example, a cat's body just can't support a dragon's breath
weapon, even when the cat is really a dragon that has assumed a cat's form.
If you read the rules strictly, the loss of gaze attacks and breath weapons applies only when a creature changes form through
the alternate form power. The alter selfspell description, for example, implies that any form that has eyes can support a gaze
attack and any form with a mouth can support a breath weapon.
Gains Strength, Dexterity, and Constitution and retains Intelligence, Wisdom and Charisma)
A creature in an assumed form loses its physical ability scores (Strength, Dexterity, and Constitution) and gains the physical
ability scores of its new form. It retains the mental ability scores (Intelligence, Wisdom, Charisma) of its original form.
This is another consequence that arises from the limited nature of the change. The creature's ability modifiers change along
with its new ability scores (but see the next point).
Retains hit points, base save bonuses, and base attack bonus
A creature in an assumed form retains its hit points, base save bonuses, and base attack bonus. Its actual save modifiers and
total attack bonus might change due to a change in ability scores.
Because the change in form doesn't change the creature's Wisdom score (see previous point), the creature's Will save bonus
doesn't change. Changes to the creature's Constitution and Dexterity scores, however, might change its Fortitude and Reflex
save bonuses. Changes to the creature's Strength score affect its melee attack bonus. Changes to the creature's Dexterity
score change its ranged attack bonus.
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Despite any change in its Constitution score, a change in form through the alternate form power does not change the
creature's hit points. This feature of alternate form mostly serves to speed play. It also underscores the notion that the
change in form doesn't alter the creature's fundamental identity.
Retains spellcasting ability
A creature in an assumed form retains any spellcasting ability it had in its original form.
Nevertheless, the creature must be able to speak intelligibly while in its assumed form to cast spells with verbal components
and it must have humanlike hands to cast spells with somatic components.
Gains a +10 bonus on Disguise checks to appear as the new creature
A creature in an assumed form is effectively camouflaged as a creature of the assumed form's kind. It gains a +10 bonus on
Disguise checks it makes to appear as a creature of the assumed form's kind.
This aspect of changing form causes some confusion. If the alternate form power makes the creature look like some other
kind of creature, why is a Disguise check needed at all? Usually, it isn't.
To the casual observer, the transmuted creature looks just like a genuine example of the creature whose form it has
assumed. If someone is paying close attention to the creature, the viewer can attempt a Spot check to note something odd
about transmuted creature's appearance, as noted in the description of the Disguise skill. Use the +10 modifier on the
Disguise check rather than the modifiers shown on the first table in the skill description. The Disguise check the
masquerading creature makes reflects how accurately it has reproduced the assumed form. If the creature uses alternate
form to pose as a particular individual, anyone studying the creature might get a Spot bonus as noted in the Disguise skill
description.
Gains miscellaneous physical qualities
When a creature assumes a new form through the alternate form special quality, it gains all the miscellaneous physical
qualities that a typical specimen of the assumed form would have.
These include all the things (such as natural armor and weapons) discussed above, and also basic things such as the number
of and kinds of limbs and appendages the creature has, its height and weight, skin color, hair color, and the like.
When assuming a new form, the creature can freely designate any physical attributes that normally vary between individuals
of the assumed form's kind. In most cases, this means the creature can set the assumed form's hair or skin color, eye color,
height and weight, and similar, minor, details. The chosen attributes must fall within the normal ranges for a creature of that
kind (these will be noted in the creature's description). As a rule of thumb, the assumed form's weight or dimensions can
vary up or down by 10% unless a greater variation is allowed among typical specimens. The chosen weight and dimensions,
however, cannot change the assumed form's size category.
Retains racial traits
Since alternate form doesn't change your type and subtype, it's simplest to rule that you retain any of your racial traits that
aren't otherwise barred by the alternate form effect. That means that you'd keep any racial skill bonuses, racial bonus feats,
and the like, but you wouldn't gain those of the new form. Even though your body appears similar to that of a normal
creature of the new form, you don't have its lifetime of experience in the body, and therefore don't necessarily share its
natural aptitudes.
Retains or melds equipment
When a creature changes form, any equipment it has either remains worn or held by the new form (if that form is capable of
wearing or holding the item), or melds into the new form and becomes nonfunctional. The DM must decide if the new form
can handle the equipment. This is best decided on a case by case basis; however, Rules of the Game has previously
suggested that one can divide creatures into types that have basically humanoid shapes and those that do not, as follows:
Humanoid Shapes
Fey
Giant
Humanoid
Monstrous Humanoid
Outsider
Vermin
Nonhumanoid Shapes
Aberration
Animal
Dragon
Elemental
Ooze
In this case, "humanoid" refers to a creature that walks upright on two legs, and has two arms, a head, and a torso. A
humanoid might have a few extra limbs, such as an extra pair of arms, a pair of wings or a tail (or perhaps wings and a tail).
The suggestions presented here are intended as general guidelines only. For example, most outsiders have generally
humanoid bodies, but not all of them do. Likewise, some animals have bodies that fit the humanoid plan.
As a rule of thumb, a change from a form that has a humanoid shape to another form that also has a humanoid shape leaves
all equipment in place and functioning. The creature's equipment changes to match the assumed form. It becomes the
appropriate size for the assumed form and it fits the assumed form at least as well as it fit the original form. The being can
change minor details in its equipment, such as color, surface texture, and decoration.
When a subject changes from a form with a humanoid shape to a form with a nonhumanoid shape (or vice versa) most of his
equipment is subsumed into the new form and becomes nonfunctional while the creature remains in the assumed form. Items
the subject could conceivably wear in an assumed form remain functional. For example, most items worn on the body, such
as armor, cloaks, boots, and most other items of clothing made for a humanoid body won't fit on a nonhumanoid body. Some
items can fit on just about any kind of body. For example, a ring fits nearly any form that has digits of some kind (the limit of
two rings applies no matter how many hands or similar appendages a creature has). Likewise, a necklace fits on just about
any form that has a neck.
Retains class features, special attacks and qualities derived from class levels
When a creature assumes an alternate form, it retains any class levels it has. As noted above, the creature retains its hit
points, alignment, base attack bonus, and base save bonuses while in an assumed form. It also retains all its skill ranks and
feats, although changes to its ability scores might make some feats temporarily unusable. For example, a creature cannot use
the Dodge feat if its Dexterity score falls below 13.
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In spite of what was said above about extraordinary special attacks, a creature in an assumed form retains all special attacks
and qua
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