Appendix A
Glossary

ability: An ability is a generic term for any unusual property a creature has or any special actions it can take to cause particular effects. Spells, racial traits, and the benefits from class archetypes can all be called abilities.

ability rank: An ability’s rank is typically the minimum character rank required to learn or use the ability. If this is unclear, such as for unique monster abilities, use the creature’s character rank.

ability tag: An ability tag describes the effects of an ability. For details, see Ability Tags.

accuracy: The bonus added to an attack roll. For details, see Accuracy.

action phase: The action phase is the second of two phases in a combat round. During the action phase, creatures can attack, cast spells, and take other major combat actions.

alchemical item: An alchemical item is any item created using the Craft (alchemy) skill. This includes firebombs, potions, and many other items.

alignment: Your alignment represents your general morality in broad terms. For details, see Alignment.

allied group: Your allied group is the set of allies that you can coordinate your actions with. This group resolves its actions together, separately from other combatants. For details, see Resolving Actions.

ally: An ally is any creature you consider an ally, and who also considers you an ally, excluding yourself. For details, see Allies and Enemies.

archetype: An archetype is a collection of related abilities from a particular class. Each class has five archetypes. For details, see Archetypes.

archetype rank: Your rank in an archetype determines which abilities from that archetype you have access to, and the power of those abilities. Your rank in any given archetype cannot exceed your character rank. For details, see Archetype Ranks.

area: An area ability has a point of origin and affects all valid targets within some distance from that location. There are six standard area sizes: Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), and Gargantuan (120 ft.). For details, see Area Shapes, and Area Types.

armor: Armor is a form of equipment that protects your body from harm. There are two kinds of armor: body armor, which you wear on your body, and shields, which you wield in a hand. For details, see Armor.

astral beacon: An area with an astral beacon is easier to teleport to using long-distance teleportation abilities. For details, see Astral Beacons.

attack: Any ability that requires an attack roll is an attack, even if it is used in a non-harmful way.

attack result: An attack result is the total you get on an attack roll, after taking into account any bonuses or penalties that apply to the roll.

attack roll: To make an attack roll, roll 1d10 + your accuracy with the attack. If the result equals or exceeds the target’s defense, the attack succeeds. Some attacks, especially damaging area abilities, have effects even on a failed roll. For details, see Attack Rolls.

attended: An attended item is an item currently being held or carried by a creature. Some abilities can only affect unattended items.

attribute: An attribute represents a character’s capacity in a wide range of areas. There are six attributes: Strength, Dexterity, Constitution, Intelligence, Perception, and Willpower.

attune: Some abilities last as long as you attune to them. Attuning to an ability costs an attunement point that you cannot recover as long as you maintain that attunement. For details, see Attuned Abilities.

attuned: If you are attuned to an ability, you have invested an attunement point in it to maintain its effect. For details, see Attuned Abilities.

attunement point: Attunement points allow you to attune to effects such as spells or items. For details, see Attunement Points, and Attuned Abilities.

barding: Armor designed for non-humanoid creatures is called barding. The Armor defense bonus provided by barding is 2 lower than normal. For details, see Barding.

base class: Your base class grants you a variety of benefits. You always have a single base class, even if you are a multiclass character. For details, see Base Class.

base speed: Each size category has a base speed that indicates how far creatures of that size category can generally move. For details, see Base Speed.

brawling accuracy: Your brawling accuracy is your accuracy with Brawling abilities. It uses your Strength instead of your Perception to determine your accuracy. For details, see Brawling Accuracy.

brawling attack: A brawling attack uses your brawling accuracy instead of your normal accuracy. For details, see Brawling Accuracy.

briefly: An effect that lasts briefly is called a brief effect. A brief effect lasts through the end of the next round after the effect was applied.

bright illumination: In an area with bright illumination, creatures can see clearly. Any effect which creates bright illumination in an area also creates enough light for dim illumination in twice that area. For details, see Vision and Light.

brilliant illumination: In an area with brilliant illumination, creatures can see clearly. No shadows exist within an area of brilliant illumination. Any effect which creates brilliant illumination in an area also creates enough light for dim illumination in twice that area. For details, see Vision and Light.

body armor: Body armor is a form of armor that you wear on your body. For details, see Armor.

broken: A broken object is damaged and unsuitable for use, though it retains its general structure and can be repaired. For details, see Broken Objects.

burrow speed: A creature with a burrow speed can move at that speed through solid ground. For details, see Movement Modes.

burst: A burst is a type of area that an ability can have (see Area Types). A burst ability has an immediate effect on all valid targets within an area.

cantrip: Some mystic spheres have minor spells called cantrips. Anyone who has access to a mystic sphere knows all cantrips from that sphere.

carrying capacity: Your carrying capacity defines the amount of weight you can carry without penalty. For details, see Weight Limits.

character level: Your character level is your total level, including levels from all of your classes. Whenever text refers to your “level”, without specifying a particular kind of level, it means your character level.

character rank: A character’s rank is a broad categorization of its capabilities, ranging from 0 to 7. Character rank is based on level, as defined in Table 3.7: Character Advancement and Gaining Levels. It is also listed in the base class table for each class, since it determines a character’s maximum archetype rank (see Archetype Ranks).

chain: An ability can specify that it chains a certain number of times. The chain starts from any primary target of the ability. Each chain allows you to choose an additional secondary target for the ability. That target must be within 15 foot range of the previous target in the chain, it must not already be a target of the ability. You must have line of sight to each chained target. However, you do not need line of effect to them, and they can be beyond the ability’s original range.

You can chain to objects if the ability can normally affect objects. However, they must be well-defined objects that are Gargantuan or smaller, so you can’t chain off of the ground.

check: A check is a roll that you make to try to accomplish a task. If the result of your roll, including your modifier, is high enough, you succeed. Otherwise, you fail. For details, see Making Checks.

class: A character’s class determines their fundamental source of power and many of their abilities. For details, see Classes.

class skill: Each class has an associated set of class skills that members of that class often know. Your base class automatically grants you training with a specific number of skills from this list. For details, see Skills.

climb speed: A creature with a climb speed can move at that speed while climbing, and does not suffer penalties while doing so. For details, see Movement Modes.

close range: Weapons have two range limits: close range and long range. Attacks within a weapon’s close range have no penalty. For details, see Weapon Range Limits.

combat style: A combat style is a collection of maneuvers that some classes gain access to. For details, see Combat Styles.

common language: Common languages are languages that are widely spoken. They are described in Table ??: ??.

concealment: Concealment represents effects which make a target harder to see, such as shadowy lighting. All targeted attacks against a creature or object with concealment from you have a 20% miss chance. For details, see Concealment.

condition: A condition is an effect that lasts on a creature until it is removed. Most conditions are standard debuffs. Player characters can remove conditions with a short rest, or with special abilities like recover (see Recover). For details, see Ability Durations.

Constitution: Constitution is an attribute that measures your health and stamina. For details, see Constitution.

corpse: A corpse is the inanimate, deceased body of a once-living creature. If a corpse is destroyed, it can no longer be treated as a corpse.

cover: Cover represents any obstacle that physically prevents you from striking your target, such as a tree or intervening creature. It grants a +2 bonus to Armor, Brawn, and Reflex defenses. For details, see Cover.

critical hit: An attack that beats the target’s defense by 10 or more gets a critical hit. On a critical hit, a damaging attack rolls twice as many damage dice and doubles all flat damage modifiers, unless otherwise noted. For details, see Critical Hits.

critical success: A check that beats the difficulty value by 10 or more gets a critical success. Some abilities have special effects on a critical success.

damage: Taking damage reduces a creature’s hit points. For details, see Taking Damage.

darkvision: A creature with darkvision can see perfectly in complete darkness. For details, see Darkvision.

dead: A dead creature’s soul leaves its body. Dead creatures cannot benefit from normal or magical healing, but they can be restored to life via magic (see Resurrection). A dead body decays normally unless magically preserved.

debuff: A debuff is a negative effect on a creature. Many debuffs are applied as conditions, but some last for longer or shorter times. For a list of debuffs, see Circumstances and Debuffs.

deep attunement: A deep attunement ability is an Attune ability with two additional restrictions. First, it costs an extra attunement point to attune to. Second, these attunement points are not recovered until you take a short rest, even if the attunement is released. For details, see Deep Attunement.

defeat: A creature is defeated when it stops being able to continue fighting, such as when it is killed.

defeated: A creature is defeated if it dies or is incapacitated for an extended period of time (such as by being knocked unconscious). Defeating a creature generally requires inflicting a vital wound on it.

defense: A defense is a static number which represents how difficult you are to affect with attacks. There are five defenses: Armor, Brawn, Fortitude, Reflex, and Mental. For details, see Defenses.

destroyed: A destroyed object has been damaged to the point where it is completely beyond repair. For details, see Destroyed Objects.

Dexterity: Dexterity is an attribute that measures your hand-eye coordination, agility, and reflexes. For details, see Dexterity.

dice pool: A dice pool is a collection of dice that are all rolled together and summed to find a result. Damage typically uses a dice pool.

difficult terrain: Difficult terrain costs an additional 5 feet of movement to move out of. For details, see Difficult Terrain.

difficulty value: The difficulty value of a check is the check result required to succeed. It can be abbreviated as “DV”.

dim illumination: In an area with dim illumination, it is more difficult to see clearly. Creatures and objects within this area have concealment, which can allow creatures to make Stealth checks to hide (see Stealth). For details, see Vision and Light.

disease: An affliction of the body, causing a steady deterioration over time. Diseases are not mechanically defined in Rise, though they still exist in the narrative of the world.

dismiss: When an ability is dismissed, it ends and all of its lingering effects are removed. Any magical ✨ ability with a duration can normally be dismissed as a free action, but mundane abilities cannot be dismissed. For details, see Dismissal.

dual strike: A dual strike is a strike made with two weapons at once. You treat both weapons as a single combined weapon, adding together most of their statistics. For details, see Dual Strikes.

elite: Elite monsters are much more dangerous than standard monsters.

elite action: Elite monsters can take a special extra action every round called an elite action. Every elite monster has at least one special ability which requires an elite action to use.

emanation: An emanation is a type of area that an ability can have (see Area Types). An emanation ability has effects within an area for the duration of the ability. It emanates from a specific creature or object, rather than a location. If that creature or object moves, the emanation moves with it.

enemy: An enemy is any creature you consider to be an enemy, excluding yourself. For details, see Allies and Enemies.

enhancement bonus: Enhancement bonuses do not stack with other enhancement bonuses, even if they are from different sources. For details, see Stacking Rules.

exclude: Some effects allow you to exclude specific targets that would normally be affected by your abilities. A creature or object excluded from an ability is not considered a target of the ability, even if it is within the ability’s area or otherwise would normally be affected by the ability.

exotic weapon: A rare few weapons are considered exotic weapons. They are unusually difficult to wield, and even being proficient with the associated weapon group does not grant you the ability to use an exotic weapon. Some class abilities grant proficiency with exotic weapons.

explode: When you roll a 10 on an attack roll, the die can explode. If it does, you roll it again and add the two results together to determine the total. For details, see Exploding Attacks.

extended check: An extended check is a check that represents your character taking some action over a prolonged period of time. You cannot use abilities like desperate exertion to modify the results of an extended check. If your modifier changes over the course of the task, use your lowest modifier at any point during the task.

extra damage: Extra damage is additional damage added on top of an attack’s normal damage. For details, see Extra Damage.

failure chance: If you have a failure chance with an ability, you have a random chance to fail. Failure chances are rolled before miss chances and attack rolls. An ability that fails on a target has no effect on that target, even if the ability would normally deal damage on a miss. If you have multiple failure chances, only the highest one applies.

falling damage: When a creature or object falls 10 or more feet, it takes falling damage based on its weight category. This falling damage is also dealt to the surface it lands on, but not to any other creature. A Medium weight creature takes 1d8 falling damage per 10 feet fallen (maximum 30d8). For details, see Falling Damage.

fatigue level: A creature takes a fatigue penalty if its fatigue level exceeds your fatigue tolerance. For details, see Fatigue.

fatigue penalty: You take a penalty to accuracy and checks equal to your fatigue level - your fatigue tolerance. When your fatigue penalty reaches -5, you fall unconscious until your fatigue penalty is reduced below -5. For details, see Fatigue Penalty.

fatigue tolerance: Your fatigue tolerance measures the maximum fatigue level you can reach before you suffer a fatigue penalty. For details, see Fatigue Tolerance.

fly speed: A creature with a fly speed has the ability to fly through the air. Its speed is the distance it covers in a single movement. Most creatures suffer a -4 penalty to their Armor and Reflex defenses while flying. For details, see Aerial Movement.

forced movement: A forced movement ability can cause a creature to move unwillingly. There are two types of forced movement: push and fling. Although teleportation can cause a creature’s location to change unwillingly, it is not considered a type of forced movement.

free action: A free action is one of the four action types (see Actions). Each round, you can take any number of free actions. Free actions can be taken in any phase. For details, see Free Actions.

free hand: A free hand is a hand or similarly dexterous appendage that is not currently being used for any purpose. Many abilities require a free hand to use. You cannot use the same hand for two different purposes in the same phase.

glancing blow: When you miss on any attack by 2 or less, it is called a glancing blow. Whenever you get a glancing blow with a damaging attack, you deal half damage. For details, see Glancing Blows.

glide speed: A creature with a glide speed can glide through the air. It cannot fly upwards, but it can travel forward while it descends, and it descends at a significantly reduced rate. Most creatures suffer a -4 penalty to their Armor and Reflex defenses while gliding. For details, see Gliding.

grappling: You are grappling if either a creature is grappled by you or you are grappled by a creature. For details, see Grappling.

grounded: A grounded creature or object is standing on or otherwise supported by a stable surface that can support its weight. The surface must be at least as large as the creature or object resting on it. Some effects only work if the creature or object is grounded by a particular material, such as stone.

hardness: Whenever a creature or object with hardness takes damage, it reduces that damage by an amount equal to its hardness. Normally, only objects have hardness. For details, see ??.

heavy undergrowth: A space overrun with thick bushes, vines, and similar natural obstacles has heavy undergrowth. Heavy undergrowth provides concealment and is considered difficult terrain.

heavyweight: A heavyweight object has a weight category that is one category larger than the object’s size category. For details, see Weight Categories.

height limit: A height limit defines your maximum distance directly above an object at least two size categories larger than you that is free-standing and capable of supporting your weight. This is common for flying creatures (see Flight).

hit point: Your hit points measure how hard you are to seriously injure or kill. You lose hit points when you take damage. If you run out of hit points, you gain vital wounds when you take damage instead, which can cause you to die quickly. For details, see Hit Points.

ice crystal: Ice crystals improve the effects of some spells from the Cryomancy mystic sphere. You can normally have a maximum of three ice crystals. At the end of each round, if you did not gain or spend any ice crystals that round, one of your ice crystals melts. For details, see Cryomancy.

immune: Creatures treat effects they are immune to as if they did not exist. An creature cannot have or gain conditions or similar effects from sources it is immune to. For example, a creature that becomes immune to poison would remove all poisons affecting it.

improvised weapon: An improvised weapon is an object which could conceivably be used as a weapon, but which was not designed for that purpose. Common examples include doors and wine bottles. For details, see Improvised Weapons.

initiative: When multiple creatures take mutually impossible actions simultaneously, such as racing to be the first one to a door, they must roll initiative checks to determine who completes the action first. Your initiative modifier is equal to your Dexterity. For details, see Conflicting Actions.

injury: If your remaining hit points are at or below your injury point, you are injured (see Injury). For more long-term consequences of taking damage, see Vital Wounds.

insight point: Insight points can be spent to gain additional abilities or proficiencies. For details, see Insight Points.

Intelligence: Intelligence is an attribute that represents how well you learn and reason. For details, see Intelligence.

item rank: Items have ranks indicating their approximate value and rarity. For details, see Item Ranks.

loose equipment: Loose equipment is much more vulnerable to damage than ordinary equipment. For details, see Loose Equipment.

key attribute: The key attribute for a skill is the attribute associated with that skill. For example, Climb is a Strength-based skill. Some skills, such as Persuasion, do not have a key attribute.

fling: A fling is a type of forced movement. It represents being thrown backwards by a single large impact. If a creature or object being flung encounters an obstacle, it and the obstacle each take 1d8 damage per 10 feet of movement remaining. For details, see Fling Effects.

legacy item: A legacy item is an item magically bonded to its bearer. As its bearer gains levels, it increases in power as well. For details, see Legacy Items.

light undergrowth: A space with passable bushes, vines, and similar natural obstacles has light undergrowth. Light undergrowth provides concealment.

lightweight: A lightweight object has a weight category that is one category smaller than the object’s size category. For details, see Weight Limits.

line: A line is an area shape that an ability can have (see Area Shapes). A line-shaped area has a given length, width, and height. Unless otherwise stated, a line’s height is equal to its width.

line of effect: You cannot target something that you do not have line of effect to. Line of effect is blocked by solid obstacles, even invisible ones. For details, see Line of Effect.

line of sight: You cannot target something that you do not have line of sight to. Line of sight is blocked by any obstacle that blocks sight, even if that obstacle does not block physical passage. For details, see Line of Sight.

long range: Ranged weapons have two range limits: close range and long range. Attacks beyond a weapon’s close range, but within its long range, have a -4 longshot penalty. For details, see Weapon Range Limits.

long rest: A long rest represents eight hours of relaxation or sleep. It allows you to remove all of your fatigue levels and make progress towards healing a vital wound. For details, see Long Rest.

longshot penalty: A longshot penalty is the penalty that you take for attacking outside of a weapon’s close range. It is normally a -4 accuracy penalty. For details, see Weapon Range Limits.

magic source: A magic source defines where a creature’s mystic spheres come from. There are four magic sources: arcane, divine, nature, and pact. Sorcerers and wizards cast arcane spells, clerics and paladins cast divine spells, druids cast nature spells, and votives cast pact spells.

magical: A magical ability is an ability whose origin derives from magic. Examples include spells, a dragon’s ability to fly, and a paladin’s ability to smite foes. For details, see Magical and Mundane Abilities.

magical power: Your magical power is your power with magical ✨ abilities. It is typically equal to half your level + your Willpower. For details, see Power.

maneuver: A maneuver is a type of mundane ability that some classes grant access to through particular combat styles. For details, see Combat Styles.

manufactured weapon: A manufactured weapon is a weapon that is external to its user’s body. A natural weapon is not a manufactured weapon. Some abilities affect or require manufactured weapons instead of natural weapons.

melee: A melee ability affects targets in physical contact with its source. Typically, this involves touching a target or using a weapon that never leaves your grasp. Unless you are using a Long weapon, you can only make melee attacks against targets adjacent to you.

metallic: A creature is metallic if it is wearing metal armor or otherwise carrying a significant amount of exposed metal. This includes any body armor with a metal material type. It also includes exposed metal objects or parts of objects that are no more than two size categories smaller than the creature. This includes most weapons with any metallic components. It does not include creatures who have small amounts of metal safely stowed in larger containers, such as a common amount of coins or metallic tools stowed in a coin purse or backpack.

Similarly, an object is generally considered metallic if it has an exposed piece made of metal that is no more than two size categories smaller than the object as a whole.

midair: Most creatures are unsteady (-2 accuracy, Armor, Brawn, Ref) while they are in the air and unable to touch the ground and move normally. This applies even if the creature has a fly speed or glide speed. However, it does not apply to creatures who are native to the air, such as birds and monsters with no defined walk speed. It also does not apply to creatures who intentionally jump until after they begin falling, which happens at the end of the round. This means you can jump into the air during the movement phase and attack in midair during the action phase without becoming unsteady.

minor action: A minor action is one of the four action types (see Actions). You can take one minor action each round during the action phase. For details, see Actions.

miss chance: If you have a miss chance with an attack, you have a random chance to miss with the attack. You roll the miss chance first, and if it causes you to miss, you do not roll an ordinary attack roll. In general, only targeted attacks can have a miss chance. If you have multiple miss chances, only the highest one applies.

move: When you move, you usually travel a distance equal to your speed. See Movement and Positioning, for details. For specific move actions, see Movement Abilities.

move action: A move action is one of the four action types (see Actions). You can use one move action during the movement phase of each round. Almost all move actions change your location on the battlefield. For details, see Movement and Positioning.

movement mode: A movement mode is a method of moving from one location to another. The most common mode is a walk speed. For details, see Movement Modes.

movement phase: The movement phase is the first of two phases in a combat round. During the movement phase, creatures can take move actions (see Movement and Positioning). The movement phase is followed by the action phase.

multiclass: A multiclass character can gain access to archetypes and other abilities from multiple classes. For details, see Multiclass Characters.

mundane: A mundane ability does not originate from a magical source. Mundane abilities have a natural explanation, such as a weapon attack or a barbarian’s rage. Unless otherwise indicated, all abilities are mundane.

mundane power: Your mundane power is your power with mundane abilities. It is typically equal to half your level + your Strength. For details, see Power.

mystic sphere: A mystic sphere is a collection of thematically related magical effects that includes both spells and rituals. For details, see Mystic Spheres.

natural weapon: A natural weapon is a weapon that is part of a creature’s body. For details, see Natural Weapons.

object: An object is something with physical substance that is incapable of meaningful motion or agency. Some objects, such as ordinary plants, are living, but most objects are nonliving.

object manipulation: The weight and accessibility of an object determines the action required to manipulate it. For details, see Manipulating Objects.

obstacle: An obstacle is anything that blocks free movement. Normally, both large objects and enemies are obstacles, but allies are not. For details, see Obstacles.

Perception: Perception is an attribute that describes your ability to observe and be aware of your surroundings. For details, see Perception.

phase: A phase is part of the combat round. There are two phases: the movement phase and the action phase. For details, see Phases.

planar rift: A planar rift is a location where the boundaries between planes are unusually thin. Planar rifts can be used to travel between planes using the appropriate rituals. For details, see the Tome of Guidance.

plane: A plane is a distinct realm of existence. Except for the connections between planes through planar rifts, each plane is effectively an isolated universe, and different planes can obey different fundamental laws. For details, see the Tome of Guidance.

point of origin: A point of origin is the grid intersection, creature, or object that an area originates from. For details, see Point of Origin.

poison: Poisons attack Fortitude defense each round to cause debilitating effects or damage. For details, see Poison.

poison stage: Each poison progresses in a series of stages. Each stage inflicts a particular negative effect on the poisoned creature according to the poison’s description. For details, see Poison.

potion: A potion is a magical liquid that is typically contained in a Fine vial. In general, drinking a potion requires a standard action. Potions cannot be safely mixed together without diluting their magic, so you cannot consume two potions with the same action.

power: Your power increases your damage, and can have other effects on specific abilities. For details, see Power.

primary target: Some abilities that affect multiple targets distinguish between their primary and secondary targets. For details, see Primary and Secondary Targets.

proficient: A creature must be proficient with weapons and armor to use them effectively. Using a weapon without proficiency imposes a -2 accuracy penalty. Wearing armor without proficiency halves its defense bonus and applies its Armor defense bonus as a penalty to accuracy.

projectile: A projectile is an object fired from a weapon at a target. Arrows and bolts are projectiles.

push: Push is a type of forced movement. It represents being pushed by a constant force. If a pushed creature encounters an obstacle, it stops moving with no negative consequences. For details, see Push Effects.

range: The range of an ability determines how far away it can be used. Unless otherwise noted, all abilities with a range require both line of sight and line of effect to the point of origin or to all targets. There are five standard ranges used for abilities: Short (30 ft.) range, Medium (60 ft.) range, Long (90 ft.) range, Distant (120 ft.) range, and Extreme (180 ft.) range (see Ability Range). Ranged weapons do not use those standard ranges, and instead use specific range limits (see Weapon Range Limits).

range limit: Ranged weapons have two range limits listed, with a slash between them, such as 60/180. The first number indicates the maximum range for a weapon’s close range. The second number indicates the maximum range for a weapon’s long range. For details, see Weapon Range Limits.

ranged: A ranged ability affects targets at a distance from its source. Ranged abilities always have a range at which they function.

rank: A rank is a general categorization of how powerful something is. There are several specific types of rank: ability rank, archetype rank, character rank, and item rank.

rare language: Rare languages are languages that are only spoken by rare or distant creatures or cultures. They are described in Table ??: ?? .

reactive attack: A reactive attack is an attack that happens outside of your control. You cannot modify it in any way, and it is not improved if you are empowered (add rank to damage), focused (roll attacks twice), maximized (deal max damage), or primed (always explode). For example, you cannot use the desperate exertion ability to reroll a reactive attack, or add an extra target with a Sweeping weapon.

If you would make multiple reactive attacks during the same phase with the same ability against different targets, use the same attack roll for each target. A reactive attack can never be triggered by a reactive attack or reactive check.

reactive check: A reactive check is a check that you make during the resolution of another creature’s actions. Just like a reactive attack, you cannot modify a reactive check in any way.

repeat: Some effects can repeat abilities at a later time. When an ability repeats, it normally keeps the same choices as the original ability, such as targets and affected area. Some effects change the choices for a repeated ability, such as only affecting a subset of targets.

All attacks made for a repeated ability are reactive attacks. They are made using the creature’s statistics when it used the ability originally, not its current state. For example, imagine a creature had a +2 accuracy bonus when it initially used a repeating ability and then was knocked unconscious before the repeat occurs. Although the creature is unconscious and unable to attack, the repeat would still occur, and its accuracy bonus would still apply.

Some repeats specify their targets, such as repeating only for a particular creature. Other repeats affect the entire ability. If a repeat specifies a target, it works on that target regardless of the ability’s original targeting restrictions.

reroll: Some abilities allow you to reroll a roll you just made. The most common ability that allows rerolling is desperate exertion (see Desperate Exertion). You must reroll the entire roll, not just one die from the roll (such as if the original roll explodes). It is possible to reroll the same roll multiple times with different abilities. Each reroll only grants one extra roll.

resource: A resource is something that a character can expend to gain a benefit. Most resources are shared between all types of characters, though different characters can use them differently. There are two resources that are used during the character creation and leveling process: insight points and trained skills. In addition, there are two resources that are used during gameplay: attunement points and fatigue level.

resurrection: When a creature is resurrected, it comes back to life after being dead. For details, see Resurrection.

ritual: A ritual is a complex magical ✨ ceremony that has a specific effect when completed. For details, see Spell and Ritual Mechanics.

round: Combat takes place in a series of rounds, which represent about six seconds of action. Rounds are divided into two phases: the movement phase, and the action phase.

secondary target: Some abilities that affect multiple targets distinguish between their primary and secondary targets. For details, see Primary and Secondary Targets.

scent: A creature with the scent ability has an unusually good sense of smell. For details, see Scent.

scrying sensor: A scrying sensor is a magical construct created by some magical abilities. Scrying sensors are Fine objects resembling a human eye in size and shape, though they are invisible. Scrying sensors typically float in a fixed position in the air. They normally can’t be moved by external forces without destroying the sensor. Unless otherwise specified, a scrying sensor’s visual acuity is the same as that of a normal human, giving it a +0 bonus to the Awareness skill and similar checks.

sentient: A sentient creature is capable of experiencing emotions and perceiving its surroundings. Complex animals are sentient, but trees are not. Some creatures have incomplete minds that are capable of simulating intelligence without true sentience. These creatures are called simple-minded.

shadowed: A creature or object is shadowed if it is touching its shadow. That typically means it is in dim illumination or bright illumination, but not brilliant illumination or complete darkness. In addition, it must be grounded or otherwise touching a surface.

shapeable: Abilities with shapeable areas can customize the exact area they affect. For details, see Shapeable Areas.

shapeshift: Shapeshifting abilities change the physical form and abilities of a creature or object. For details, see Shapeshifting.

shield: Shields are a form of armor that you wield in a hand to protect you from harm. For details, see Armor.

short rest: A short rest represents ten minutes of relaxation. It allows you to regain lost hit points and any attunement points you released from attunement. For details, see Short Rest.

size category: A creature’s size category indicates how large it is. There are nine size categories, from smallest to largest: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal. For details, see Size Categories.

skill: A skill represents your degree of talent with a particular non-combat aspect of the world. For example, the Climb skill represents how skilled you are at climbing. For details, see Skills.

somatic components: Somatic components are hand motions required to cast arcane and pact spells. For details, see Ability Usage Components.

something: Many abilities say they target “something”, generally within a range. This means they target one creature or object of your choice.

space: Your space is the area that your physical body occupies. For convenience, your space is measured in five-foot squares. Medium creatures occupy space equal to a single five-foot square. For details, see Size Categories.

speed: Your speed represents the number of feet you can move with a single movement (see Movement and Positioning).

spell: A spell is a discrete magical ✨ ability with combat-relevant effects. For details, see Spells.

spell list: The list of spells you can cast from a particular magic source. Each spell source has a specific spell list which is described at Spells. Most characters with the same spell sources have the same spell lists. However, some effects, such as a cleric’s domains, can add spells to a character’s individual spell list.

square: A square represents a single 5-ft. by 5-ft. space. Many areas are measured in squares for convenience.

standard action: A standard action is one of the four action types (see Actions). You can take one standard action each round during the action phase. For details, see Actions.

Strength: Strength is an attribute that measures your muscle and physical power. For details, see Strength.

strike: A strike is a single physical attack with a weapon. It is the most common type of attack. You can make a strike as a standard action in the action phase. For details, see Strikes.

subdual damage: Subdual damage is a special kind of damage that can’t kill you. If you would gain a vital wound from subdual damage, you increase your fatigue level by three instead. For details, see Subdual Damage.

suppressed: Effects have no effect while they are suppressed.

sustain: Some abilities last as long as you sustain them. Each ability specifies a particular action that is required to sustain the ability, such as a minor action. When Swift abilities resolve during each action phase, the ability is dismissed unless you take the action to sustain the ability that round. For details, see Sustained Abilities.

Swift: An ability with this ability tag resolves its effects before other actions in the same phase. For details, see Swift Abilities.

swim speed: A creature with a swim speed can move at that speed while swimming, and being underwater does not make it unsteady (-2 accuracy, Armor, Brawn, Ref). For details, see Movement Modes.

target: A target is a creature or object directly affected by an ability. Many abilities only affect a single target, and some affect a specific number of targets. For details, see Ability Targeting.

target square: A target square is a particular square that an attack is made against. A target square is chosen to determine cover and concealment (see Cover).

targeted: A targeted ability allows you to individually choose which creatures or objects are affected. Area abilities are not targeted, since you choose the area rather than individual targets. A strike is a targeted ability, as is any ability that causes you to immediately make a strike. Adding an extra target to an ability that causes you to make a strike means you hit an extra creature with the strike, not that the extra target also makes a strike.

targeting proxy: When you use an ability through a targeting proxy, you determine its targets as if you were in the targeting proxy’s location instead of your own. This can allow you to affect targets outside your normal range. For details, see Targeting Proxies.

telepathy: A creature with telepathy can mentally communicate with other creatures within a given range. For details, see Telepathy.

teleportation: A creature or object that is teleported instantly leaves one location and arrives at another. Unless otherwise specified, teleportation requires line of sight, line of effect, and an unoccupied destination on stable ground. For details, see Teleportation.

thrown weapon: A thrown weapon is a weapon designed to be thrown at a target. For details about attacking with thrown weapons, see Basic Strike – Thrown.

touch: You can generally touch an adjacent creature with a free hand as a free action, even an enemy. This has no mechanical effect by itself. Some abilities function on creatures you touch, so you can touch them as part of using those abilities. Some creatures cannot be touched, such as intangible creatures.

trained skill: If you are trained in a skill, you have learned how to use it well. Your modifier with a trained skill is equal to 3 + the higher of its associated attribute (if any) and half your level. For details, see Trained Skills.

unaffected: If you are unaffected by a particular effect, it doesn’t do anything to you. Unlike being immune, you do not automatically remove persistent effects that you are unaffected by, such as conditionsc. This means you may still need to track that the effect is on you in case you stop being unaffected by it. For example, a barbarian is unaffected by conditions while raging, but those conditions have their full effects when the barbarian stops raging.

unattended: An unattended item is an item not being held or carried by a creature. Some abilities can only affect unattended items.

undergrowth: The presence of a significant amount of roots, bushes, and similar plants that can obstruct movement is called undergrowth. There are two kinds of undergrowth: light undergrowth and heavy undergrowth. For details, see Undergrowth.

usage class: The usage class of armor is a measure of how much effort it takes to use it. There are three usage classes: light, medium, and heavy. For details, see Armor Usage Classes.

verbal components: Verbal components are words required to cast most spells. For details, see Ability Usage Components.

vital wound: A vital wound is a serious injury that inflicts negative effects on you. You gain one or more vital wounds when you take damage in excess of your hit points (see Negative Hit Points). For details, see Vital Wounds.

vulnerable: A vulnerable creature takes a -4 penalty to all defenses against whatever it is vulnerable to. For details, see ?? .

wall: A wall is an area shape that an ability can have (see Area Shapes). A wall-shaped area has a length and height, but its width is not measured in squares.

walk speed: A creature’s walk speed is a movement mode that determines how fast it can walk on land (see Movement Modes). Most creatures have an average walk speed.

weapon: A weapon is an object used to inflict damage. Some creatures can treat parts of their body as weapons. For details, see Weapons.

weapon damage: Each weapon defines the damage die or dice that it deals when you hit with it. Typically, weapon damage is dealt by strikes (see Strikes). For details about the damage dealt by specific weapons, see Weapons.

weapon group: A weapon group is a category of weapons with a similar design and fighting style. Some abilities grant you proficiency with or special abilities with particular weapon groups. For details, see Weapon Groups.

weapon tag: A weapon tag describes the special effects of a weapon. For details, see Weapon Tags.

weight limit: Your weight limits define the amount of weight you can carry or push without penalty. For details, see Weight Limits.

weight category: The weight category of an object or creature is a broad measurement of how much it weighs. Weight categories are closely related to size categories. For details, see Table 3.3: Weight Categories.

Willpower: Willpower is an attribute that represents your ability to endure mental hardships. For details, see Willpower.

vital roll: When you gain a vital wound, you make a vital roll to determine the detrimental effect of the vital wound. To make a vital roll, roll 1d10 - the number of vital wounds you already had, ignoring the vital wound you are rolling for. For details, see Vital Wounds.

zone: A zone is a type of area that an ability can have (see Area Types). A zone ability has effects within an area for the duration of the ability. Unless otherwise noted, it does not move after being created.