D&D Glossary



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darkness

The adventurers are exploring a cavern passageway when a whispered spell in the shadows extinguishes Jozan's daylight spell, plunging the chamber into complete darkness. The soft jingle of mail and rasp of swords drawn from scabbards announces a drow attack.

Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal vision (or low-light vision, for that matter) can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.

In many cases, some characters or monsters might be able to see, while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.

  • Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a ranger's favored enemy or a sneak attack).
  • Blinded creatures are hampered in their movement, and pay 2 squares of movement per square moved into (double normal cost). Blinded creatures can't run or charge.
  • All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.
  • A blinded creature loses its Dexterity adjustment to AC and takes a -2 penalty to AC.
  • A blinded creature takes a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.
  • Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.

A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents' Move Silently checks). A successful check lets a blinded character hear an unseen creature "over there somewhere." It's almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).

  • A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. (If the unseen creature moves, its location is once again unknown.)
  • If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case, the blinded character knows the general direction of the foe, but not his location).
  • A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

Source: DMG

0-level spell

5-foot step

aberration type

ability

ability check

ability damage

ability damaged

ability decrease

ability drain

ability drained

ability modifier

ability score

ability score loss

abjuration

acid effects

action

adjacent

adventuring party

Air domain

air subtype

alignment

ally

alternate form

angel subtype

Animal domain

animal type

antimagic

aquatic subtype

arcane spell

arcane spell failure

archon subtype

armor bonus

Armor Class

artifact

Astral Plane

attack

attack of opportunity

attack roll

augmented subtype

automatic hit

automatic miss

baatezu subtype

Balance domain

barbarian

bard

base attack bonus

base land speed

base save bonus

battle grid

blinded

blindsense

blindsight

blown away

bolster undead

bonus

breath weapon

burrow

calling subschool

cantrip

cast a spell

caster level

caster level check

casting time

catching on fire

Cavern domain

change shape

Chaos domain

chaotic subtype

character

character class

character level

Charisma

charm

Charm domain

charm subschool

check

checked

circumstance bonus

class

class feature

class level

class skill

cleric

climb

cold dangers

Cold domain

cold immunity

cold subtype

Colossal

comatose

command undead

command word item

competence bonus

compulsion

compulsion subschool

concealment

concentrate on a spell

confused

conjuration

Constitution

constrict

construct type

continuous damage

copper piece

coup de grace

cover

cowering

Craft domain

creation subschool

creature

creature type

critical hit

critical roll

cross-class skill

cure spell

current hit points

damage

damage reduction

darkness

Darkness domain

darkvision

dazed

dazzled

dead

deafened

deal damage

death attack

Death domain

deflection bonus

Destruction domain

Dexterity

difficult terrain

Difficulty Class

Diminutive

direct a spell

disabled

disease

dispel

dispel check

dispel turning

divination

divine spell

dodge bonus

domain

domain spell

double weapon

dragon type

Drow domain

drowning

druid

Dungeon Master

Dwarf domain

dying

Earth domain

earth subtype

effective character level

effective hit point increase

eladrin subtype

electrum

Elemental Plane

elemental type

Elf domain

enchantment

end of round

enemy

energy charge

energy damage

energy drain

energy drained

Energy Plane

engaged

enhancement bonus

entangled

environment

ethereal

Ethereal Plane

evasion

Evil domain

evil subtype

evocation

exhausted

experience points

extraordinary ability

extraplanar

extraplanar subtype

failure

falling

falling objects

Family domain

fascinated

fast healing

Fate domain

fatigued

favored class

fear aura

fear cone

fear effect

fear ray

fey type

fighter

figment subschool

Fine

Fire domain

fire immunity

fire subtype

flank

flat-footed

flight

fly

force damage

Fortitude save

fraction

free action

frightened

frightful presence

full normal hit points

full-round action

Gargantuan

gaseous form

gaze

giant type

glamer subschool

Gnome domain

goblinoid subtype

gold piece

Good domain

good subtype

grab

granted power

grapple check

grappling

guardinal subtype

half speed

Halfling domain

hardness

Healing domain

healing subschool

heat dangers

helpless

hit

Hit Die

hit points

Huge

humanoid type

ice effects

illusion

Illusion domain

immediate action

immunity

improved evasion

improved grab

incorporeal

incorporeal subtype

infection

inflict spell

inherent bonus

initiative

initiative check

initiative count

initiative modifier

Inner Planes

insight bonus

Intelligence

invisible

kind

knocked down

Knowledge domain

known spell

Large

lava effects

Law domain

lawful

lethal damage

level

level adjustment

level loss

light weapon

line of effect

line of sight

living

living construct subtype

low-light vision

luck bonus

Luck domain

Magic domain

magical beast type

manufactured weapons

massive damage

masterwork

Material Plane

Medium

melee

melee attack

melee attack bonus

melee attack roll

melee touch attack

melee weapon

Mentalism domain

Metal domain

miniature figure

miss chance

miss chance roll

modifier

monk

monstrous humanoid type

Moon domain

morale bonus

move action

movement modes

multiplying

mundane

native subtype

natural

natural ability

natural armor bonus

natural reach

natural weapon

nauseated

necromancy

negate

negative energy

Negative Energy Plane

negative level

Nobility domain

nonabilities

nonintelligent

nonlethal damage

nonplayer character

Ocean domain

off hand

one-handed weapon

ooze type

Orc domain

orison

Outer Plane

outsider type

overlap

paladin

panicked

paralysis

paralyzed

party

pattern subschool

penalty

petrified

phantasm subschool

pinned

plane of existence

Plane of Shadow

Planning domain

Plant domain

plant type

platinum piece

player character

point of origin

points of damage

poison

polymorph

Portal domain

positive energy

Positive Energy Plane

pounce

powerful charge

prerequisite

profane bonus

projectile weapon

prone

Protection domain

psionics

racial bonus

racial Hit Die

rake

range increment

range penalty

ranged attack

ranged attack roll

ranged touch attack

ranged weapon

ranger

ray

reach weapon

reaction

rebuke undead

redirect a spell

Reflex save

regeneration

rend

Renewal domain

Repose domain

reptilian subtype

resistance bonus

resistance to energy

result

Retribution domain

rogue

round

rounding

Rune domain

sacred bonus

saving throw

Scalykind domain

scent

school of magic

scribe

scry

scrying subschool

shadow subschool

shaken

shapechanger subtype

shield bonus

sickened

silver piece

size

size modifier

skill

skill check

skill modifier

skill points

skill rank

Slime domain

Small

smoke effects

sonic attack

sorcerer

space

special ability

special quality

speed

spell

spell completion item

spell descriptor

Spell domain

spell failure

spell immunity

spell level

spell preparation

spell resistance

spell slot

spell trigger item

spell version

spellcaster

spell-like ability

Spider domain

splash weapon

spontaneous casting

square

stable

stack

staggered

standard action

starvation

Storm domain

Strength

Strength domain

stunned

subject

subschool

subtype

Suffering domain

suffocation

summon

summoning subschool

Sun domain

supernatural ability

suppress

surprise

swallow whole

swarm subtype

swift action

swim

take 10

take 20

take damage

tanar'ri subtype

target

telepathic link

telepathy

teleportation subschool

temporary hit points

thirst

threat

threat range

threaten

threatened square

thrown weapon

Time domain

Tiny

total concealment

total cover

touch attack

touch spell

Trade domain

trained

trample

transitive plane

transmutation

Travel domain

treasure

tremorsense

Trickery domain

turn

turn resistance

turn undead

turned

turning check

turning damage

two-handed weapon

Tyranny domain

unarmed attack

unarmed strike

unconscious

undead type

Undeath domain

untrained

use-activated item

vermin type

vulnerability to energy

War domain

water dangers

Water domain

water subtype

Will save

Wisdom

wizard

yugoloth subtype

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