Advantage Roll two dice and take whichever is higher.
Adventuring game phase while the party is exploring their surroundings and there is neither an active social encounter or an immediate threat. The passage of time is arbitrary.
Ancient (keyword) Spells and enchantments written in ancient times.
Area / Area of Effect A region of a specified size created by a spell. All creatures within the region are affected by the spell unless they move out of the area of effect before the spell finishes.
Asomatic (keyword for Spells) Spells which can be cast without the use of one's hands, meaning they can be performed while Restrained or Grappled.
Attack (mRPG 3.0) Any action with the primary goal of dealing damage to an enemy in combat.
Automaton (creature type) Beings with artificial bodies animated by magic. Immune to Bleeding, Mental, Necrotic, and Poison damage.
Augment (keyword for Enchantments) the enchantment causes a weapon to inflict damage in addition to its normal damage from attacks. Augmented damage is dealt before regular damage.
Beam (keyword for Spells) Spells which fire a ranged field of energy that passes through transparent objects and creatures.
Bleeding (status effect) level 1 to 5. The affected creature loses 1d6 hit points or life points at the end of its turn.
Bludgeoning (damage type) Damage inflicted by blunt-force trauma, usually from blunt weapons, impacts, or falls.
Burning (damage type) Damage inflicted by fire and chemical burns.
Burning (status effect) Indicates the creature is on fire. Inflicts 1d6 Burning damage at the end of the affected creature's turn, then goes down by one level.
Cantrip (type of Spells) Casting the spell is done as part of another action. The spell specifies the specific actions that can be used.
Channeled (type of Spells) Casting the spell takes three frames and preoccupies the caster until the start of their next turn.
Character Point (mRPG 3.0) points awarded by the GM at the end of a session for solving puzzles, defeating enemies, and reaching major milestones. Used to level up and unlock Feats.
Charged (keyword for Enchantments) the enchanted item holds a set number of charges, which may or may not be able to be replenished using energy, aetherium, or time.
Class (mRPG 3.0) any of twelve main character types, chosen the first time a player character levels up.
Class Level (mRPG 3.0) the number of levels a player character has in a given class. Usually written as 'Delver Level', 'Mercenary Level', etc.
Combat Game phase which begins with an Initiative roll and tracks each participant's actions in discrete turns and action frames.
Combatant A creature participating in combat.
Component (type of Enchantments) enchantments used as parts of complex enchantments, which often have no effect on their own. Typically found in the school of Metamagic.
Concentrated (keyword for Spells) Sustained spells which require the caster's undivided attention. The caster must use all available actions, including reactions, to sustain the spell, otherwise it ends.
Construct an entity created by magic, such as a hovering ball of light or a forcefield. (keyword for Spells) Spells which create one or more such entities.
Creature any living or autonomous being.
Curse (keyword for Enchantments) enchantments with negative effects.
Delayed (keyword for Enchantments) indicates the effects of an enchantment only apply to the wearer/user of an enchanted item after a certain time has passed.
Disadvantage Roll two dice and take whichever is lower.
Effect (keyword for Spells) Spells which apply a unique Status Effect.
Elixir (type of Potions) Fast-acting potion with short-term effects.
Enchantment a permanent magical effect applied to an object that may apply its effects to a creature wearing or using the object.
Ephemeral (keyword for Spells) Spells which have a lasting effect that the caster can end at any time using the End a Spell free action. They do not need to be sustained or concentrated on for the effect to persist.
Fast Adventuring (mRPG 3.0) Game phase where the party is in a fast, time-sensitive situation without an active threat from another creature. Uses the same timekeeping rules as Combat.
Frame (mRPG 3.0) an arbitrary unit of time in combat. A turn in combat consists of a number of frames equal to the creature's turn length.
Free Action (mRPG 3.0) an action that completes in zero frames. Free actions are still subject to normal rules regarding when they can be performed.
Incorporeal (keyword for Creatures) Creatures that are intangible and thus immune to physical attacks. Non-magical attacks automatically miss incorporeal creatures.
Initiative the turn order in Combat. (attribute) the modifier used for a creature's initiative roll at the start of a combat encounter.
Interaction game phase when the party is speaking with one or more Non-Player Characters or with one another outside of an adventuring scene.
Interactive (keyword for Spells) Spells which are cast during the Interaction phase.
Long (type of Spells) Casting the spell takes a longer amount of time specified by its Casting Time, which can be measured in rounds, minutes, or hours.
Long Action (mRPG 3.0) An action that takes more than one turn to complete. The creature is Preoccupied between turns.
Magical Attack Any spell attack, or melee or ranged attack utilizing an enchanted weapon or ammunition.
Modern (keyword) Spells and enchantments written since the rediscovery of magic in the New Era.
Movement (mRPG 3.0) Any action which has the primary goal of moving a creature. Basic movement moves a creature a distance up to its Speed.
Otherworldly (keyword) Spells and enchantments that originate from civilizations on other planes of reality.
Overall Level (mRPG 3.0) The total number of levels a player character has earned; the sum of all class levels.
Preoccupied (mRPG 3.0) (combat state) the combatant has started an action which will not complete until their next turn; the combatant is unable to use reactions.
Projectile (keyword for Spells) Spells which perform a ranged attack by launching a projectile. Ranged spell attacks use the caster's Marksmanship skill and can be dodged.
Quick (type of Spells) Casting the spell takes one frame and can be done as a reaction.
Reaction (mRPG 3.0) an action taken in response to another action, usually during another combatant's turn. Reactions complete before the action they're reacting to, if successful.
Reaction Frame (mRPG 3.0) Frames which can be used for reactions during other creatures' turns.
Readied Action (mRPG 3.0) An action prepared for in advance by specifying a condition. The combatant spends the frames for the action during their turn, and the action itself occurs as a free reaction the instant the condition is met.
Repetition Tax (mRPG 3.0) rule which states that performing the same action or attack multiple times in the same turn confers a 1-frame time penalty for each previous time the same action has been used that turn.
Ritual (type of Spells) Long spells which can be cast by a group of spellcasters. Each participant acts as an assister on the check, and the caster decides how to assign the energy costs of the spell.
Round (mRPG 3.0) A complete cycle of turns in combat.
Salve (type of Potions) Alchemical mixture intended for topical application, as opposed to drinking.
Scaling (keyword for Spells) Spells which have no level; instead, their strength scales with the caster's level. Typically found in the school of Channeling.
Speed (attribute) the distance a creature can move in one frame on normal terrain while standing.
Spell an act involving magic that produces one or more effects that interact with or change reality.
Stagger (mRPG 3.0) An effect that momentarily slows a combatant. Written as "Staggered X" causing the loss of the combatant's next X regular action frames.
Standard (type of Spells) Casting the spell takes two frames.
Static (keyword) the spell or enchantment can't be amplified.
Status Effect a condition applied to creatures that confers one or more mechanical changes. Some status effects have multiple numbered tiers.
Stealthy (keyword for Spells) Casting the spell is silent and doesn't produce any significant visual effects.
Sustain the act of continuing a sustained spell.
Sustained (type of Spells) Starting the spell takes one frame, and sustaining it takes one additional frame each time. The spell's effects occur each time it's sustained. The spell must be sustained at least once during the caster's turn, or it ends.
Targeting (keyword for Spells) The spell requires the caster to choose one or more Targets as part of the act of casting it. All targets must be within range and the caster must be able to see them or know their precise location. The spell can't be dodged, but it can be reacted to in other ways. Targets can't be changed after casting the spell. Any targets that move out of range or otherwise become invalid targets before the spell finishes are unaffected.
Turn (unit of time) a single combatant's turn in combat.
Turn Length (attribute) the number of frames a creature gets during their turn in combat.
Undead (creature type) Beings reanimated by magic after death. They no longer have the same Soul and retain none of their memories from life. Undead creatures lose hit points when affected by Healing and gain hit points when dealt Necrotic damage.
Variable (keyword for Spells) Spells which have an open-ended effect which the caster can describe and the GM can arbitrarily increase the difficulty and energy cost of in relation to the desired effects.