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D&D Miniatures: Glossary of Spells and Abilities

Abilities: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Abilities

Spells: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Spells

All Warband Building Options

Commander Effects:
  · Lawful Good commanders
  · Chaotic Good commanders
  · Lawful Evil commanders
  · Chaotic Evil commanders


All Abilities beginning with 'I'
Ice Spikes An enemy that moves into any square adjacent to this creature, or that activates within these squares, takes 5 cold damage; does not affect creatures with Flight.
Icequake swift; Other creatures within 2 squares take 30 cold damage and are stunned; DC [DC].
Icequake Hammer replaces attacks; other creatures within 2 squares take 25 cold damage and are stunned; DC [DC].
Illuminator Creatures within 6 squares do not benefit from Conceal, Hide, or Invisible.
Immune [Y] Creature is not affected by [Y] attacks.
Immune Pain Immune to special abilities and spells that affect living creatures only.
Impale Paralysis, smaller creatures only, expires at the end of target creature's next turn, DC [DC]
Implant Egg Melee damage +20 against spellcasters.
Improved Countersong
Improved Flanking Melee attack +4 against flanked enemies instead of +2.
Improved Initiative [X] Commander rating counts as [X] for initiative checks
Improved Mobility +8 AC against attacks of opportunity.
Incite [Y] [Y] in your warband get attack +[X]
Incited Each round, this creature must activate before any nonincited creatures in its warband.
Incorporeal Any time this creature would be damaged by an attack, spell or special ability, the acting player rolls d20. On a result of 11 or higher, this creature takes no damage (and the hit counts as a miss if the roll is made for an attack). This creature's movement is not affected by terrain.
Independent This creature is always under command and is capable of rallying itself as a commander does.
Indomitable If this creature is subject to any effect that would eliminate it but that does not deal damage, it is not destroyed but instead takes 100 damage.
Infernal Eye On its turn, if this creature makes a single ranged attack, damage +5 on that attack.
Infest This creature can enter an enemy creature's space and can end its move in a space occupied by a non-Swarm creature.
Inhibited Each round, this creature cannot activate until after all noninhibited creatures in its warband.
Initiative Booster +[X] +[X] to your initiative checks
Initiative Surge +4 to initiative
Intimidate Replaces attacks; range 6; target creature makes a morale save.
Intimidating Drumbeat Enemies get morale save -4.

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