Live Ars DnD Special Ability

Special ability list

  Most special abilities are available by choice. They must suit your character that you decide to play. When you decide to play it, the special abilities will come in handy.You may choose one, in place of a feat, that you can gain or make use of remembering and learning to get a special ability.

  The choices of success is sometimes: Making use of the d20 as 10+skill rank or mod and get a 15 or above, if your not doing this online then either use a penny toss with a call or drawing straws, and then getting the longest or shortest straw. So if you use a 10+focus rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic success. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.

The special abilities are so far:

 Agelessness: The body stops aging and you create in idea with the aura what you want or need, so this means you act as though you no longer are the age that you are at the moment. By thinking of the age, you appear that age and agelessness truly sets in by feel.

 Drunken focus: This is where you are able to do amazing things, that is done by being able to focus and do things even if drunken. This is when you are able to do things without failure, and this is done by your being able to focus as your drunk or that's a +4 to your focus ability. This is using a draw of cut straws with the shortest or longest seeming success, or if a roll then you can use a focus check an your able to do things with a 10 or above as success. That means you can be drunk and fight without worry, this allows you to create with alcohol and still get attacks or idea done. That's if you want to fight, so I think this is an idea to use as a special ability and still will by fighting. Your attack roll for the drunken fist attack is with a +4 if you use a roll, otherwise you can draw straws with the longest or shortest being success. Also you can hit with a 1d10 + focus rank or half level as a bonus for damage. This is in effect if you use this ability and are drunk.

 Unnatural thinness: This is where you are gaining muscle and losing extra body mass and idea is this in thinness you are able to eat or drink anything if the right body type, this is done without gaining weight if your inclined to do things, this idea is where your body is converted to thin and able to eat anything. So jerky and portions are unable to effect your shape and body. This means the fat is reduced of the body, yet some appearance remains as though you weren't too thin and ugly. This is the last stage of muscle toning. So gain +5 strength. This is added to the strength stat, so think about the idea and you know what to do with certainty, so use a +4 to the reflex roll and use it as a bonus to the reflex roll.

 Instant recognition: This special ability creates in you a recognization of things by what the spirit knows and observed as it was created, that's done by what the spirit has you realize by feel. So if you think about things then you'd know what is there and what property it has by feel. This is a known effect to you and you know what things are by what you do with the idea of what is there. This is done by a drawing of straws that are cut with the longest or shortest straw as success, or that is using a focus skill check with a 10 or above result as success. Then if you know about it, you can say what the idea is by feel. If it's not there as a property, then it's not there. So accept what you know and work with what you have.

 Ogre strength: This is where you gain a permenant +7 to your strength stat.

 Natures strength: This is when you get the ability to draw in the natural naturic energy, thats around your character and you gain a permenant +11 to your strength stat.

 Dragons strength: This is where you gain the ability of the dragon, as in the strength aspects. By working with active meditation stance and working out, you can then gain the strength that is akin to being dragon-like. So much are you like them, in strength, that you gain +15 strength to your strength stat.

  Night sight: To see in the dark, even if its pitch black. Cannot be blinded when light comes up. The limit to the night sight is 20 feet.

  Cooking: Create the beneficial food that even tastes great! It seems that your cooking causes healing as well. Roll 2d6 to see how much HP is brought back to your character.

 Infrared vision: Your sight is able to pierce the dark, within the infrared scale, and the sight adjusts to light times as well. The range of infrared vision, is 30 feet.

  Soul absorber: The soul forms an energy shell in the aura that surrounds the body and absorbs the idea energy or source as energy, then you can choose the source as energy or absorb energy to use as a point or moment, that is used instead as extra mp/stp that is equal to what damage or effect is done. You can form whatever effect you need to form, if you have enough energy abd this is an idea you have to create with by feel. This can take excess body weight and tiredness as a source of energy, and you can use the energy of the source to create what you think to create as a point. So basically, you didn't get hurt and any damage is negated by use of this feat.

  Energy nova: As thought, this is with an idea to create a clean system. This is where you create with energy or the elements and make use of idea to create with idea, this is done by will to cleanse the system of all toxins and blood clots, or if water or fire energy is used then you clean the body of dirt and debris including scent. All effects and attack damage is now d10 unless greater is done.

  Take or not take: the idea of all damage is not taken if you choose to allow the energy to dissipate harmlessly, then the spirit uses the soul to do this action with a shake of the body. See this is a point you no longer get effected, and all damage from effects dissipate harmlessly including toxins. So go on and do this if you need the effect.

  Antimagic: Antimagic: An antimagic field spell or effect cancels magic altogether with suppression that lasts only a certain time. Use this die roll to determine if the attempt is a success, this is with a 1d20+focus skill rank and rolling a 1 is failure, so that is where rolling 10 is success or rolling a 20 is instant success.

This field effect lasts 1d6 rounds in melee or instantly and 1d8 otherwise outside melee. Thinking of using an effect of psionics by use of focus is getting amplified effect by gravity waves, that effect as you can get a + focus ability rank to effect roll and *3 to the total done or effect length.
• No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work like psionics which is an extraordinary ability that is of the mind).
• Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
• Two antimagic areas in the same place do not cancel each other out, nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

 Blindsight: Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.

 Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

 Fire Immunity: A creature or character with fire immunity never takes fire damage. 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.

 Death immunity: This grants immunity to death attacks, that is a point of idea that happens to no longer effects you if you think the effect doesn't effect you. That is how death and decay energy works by this ability.

 Magic immunity: This special ability is what allows you to not get effected by magic attacks, this is where your immune to others attempts at magic except for your own self-done effects. So think and you can get what you want with idea of the point of food or drink or healing, this can be with the use to heal and otherwise the use of healing magic might work with the resistance roll. Otherwise you can use regeneration or regeneration like special abilities to heal by without a scar.

  Element form: This special ability has three form possibilities made by elemental interactions, that uses the effect of the character level. You can cancel out this effect by naming the effect. The elemental form is possible at level 1 or greater, the greater elemental form is possible at level 8 or greater, and the ancient elemental form is possible at level 15 or greater. They are listed below.

  Elemental form; You can create a form for your idea by thinking, this is used of the elements in use and done by a energy form. So that's created by imagining a shape of energy using the element you need by feel. So instead of an elemental, you create a point by thinking you do and things work out by feel. This is a possible effect that's done by the creator. He or she does what you need, the point is made. So this means that you can work, the effect is done by a point of 1d20+focus rank with making a 10 or more is success or you could always draw cut straws and use the longest or shortest straw for success.

  This also has an additional effect die roll of half level+(element dice)+focus rank. That means a level 14 character using a 15 focus rank with a need for fire (d10) is doing the effect of 7d10+15 or with no dice it's halve the dice base and times the number of dice and then add the modifier. That means 7*5+15=50 damage, healing or effect length of seconds in combat and minutes outside of combat. So the elemental form is the elements in use, that means you have focus with the effect of +5 to the attack or effect roll. This means you create by feel and work with others by idea. This works for you if you think it can work or does what you want.

  Greater elemental form; This is using an idea to use the point to form a created elemental effect, that's greater by x3 the elemental form itself using elements, then you create with energy consciousness by a +7 to the attack or effect roll. The greater part is where you create with the elements, then create by using the creator to make a greater elemental. This form of energy is what is there with an idea to use, the idea is done by feel. So if you think to create, you know things by what is done. There may be reactions, so think it subsides and the aura energy creates waves of peace or peachyness. This is given by feel, if you think to remove programming from the energy you make the idea seem useful. This is using a known effect for an old point. If you think to use things from the point, then you create with idea and the past point ceases to exist. This is a useful idea if you consider the idea is non useful. So think and you know what to do. This form allows that anything can be an element, if thought to be one.

  Ancient elemental form; This is a point you create an elemental effect in the form of an energy form, that is using you as a point and the form does the deed by an added +9 to the attack or effect roll. Their is a good point to this form, the point the creator does is create the effect. This is cancellable by an "if" in use. This is where you think the if point and that is an iffy idea that is where the creator stops producing the form by feel. This has a point of the elemental effect, that's x5 the normal element effect. This is an effect of the mind and the creator uses your mind to empower what the form does. So work and expect anything, if you think to work with the form by idea or expression. This is a known effect, that once used is what creates for you. That is a point in the past, then that creates the present and the idea is what creates with the future in mind. Keep in mind, this form is ancient. So work with what you get, and what you have is what you can use. Loki uses this form, so I think this idea will work by feel. If you hit by feel, then you can use the energy of the hit. So, think, imagine and you can create the effect you desire.

  Psionics: Your character can use at will any psionics effect that you can think up. This is anything in psionics that is using psychokinesis. The types of psychokinesis include Microkinesis, Macrokinesis and Other psychokinesis. This is not a spell-like ability, this is using an extraordinary ability of the mind that uses focus. So antimagic users can rest assured, that psionics still works in antimagic by which is antimatter.

• Microkinesis
  Microkinesis is a deft movement to cause in small things a change of position or change of something to be something else. Metal bending and causing a genetically changed body condition is an example. Use Microkinesis to cause small changes and create big results.

• Macrokinesis
  Macrokinesis is the movement and change of things that are large scaled. This includes:
   Elemental manipulation is when you can summon the elemental energy at will to do as you need. This uses the Forcecraft system of elements. If you have a crystal on you, then you can use it to add +3 per every 2 levels to the damage total.

   The forcecraft system is to think of the effect, then will it to exist where you need it to appear to be created or manifested (the dice used for them is listed in brackets besides the element). Earth (d8), Lava (d12), Fire (d10), Water (d8), Ice (d8), Air (d6), Acid (d10), Magnetism (d8), Death (d12), Emotion (d6), Spirit (d8), Sun (d10), Time (d8), Light (d6), Darkness (d6), Instance stop or void (d8), Chaos (d12) and Order (d10) are the elements you can manipulate into existence. When you manifest the psionic ability you use a 1d20+Focus Rank to see. This is where any roll under 10 is fail, and any roll that's 10 or above is success.

   This is done using a point, that is different from the rest of the psychokinesis. Especially if you realized by knowing, you manifested the element where you think to make it manifest or appear. The idea is a (a point from every 2 levels)(dice used)+(Focus Rank) worth of damage or effect length in seconds with melee and minutes outside of melee. This is a 5d10+9 with a character doing a fire attack, that has 10 levels(5) and 9 Focus Skill Ranks. This effects what you need to effect, then where you wish to create the effect is where you think it is created.

   This is like summoning the energy from a mentally gated source, that exists with the element at least in particle form or if not gated, then influences things to see the event you imagine. This is the area effect or personal effect by choice to effect target/s. Now onto the elements that are not so easily understood. The death energy is sometimes with a summoning of death essence, the death essence comes from the body and if focused will kill something or somebody. This can effect multiple targets as well. The lava comes from a mentally placed gate and forms from lava particles drawn from a source area.

   This where also the point of doing with the idea or intent, sometimes if you imagine the result you can get a result by feel. Time is where you imagine the event or idea, and the subconscious creates the idea you need as a point or result. Magnetism is where you imagine the draw of the particles, that's causing a pull of some item or person wearing armor and magnetic material. Emotion is stating words, that stir emotion as you feel the idea or emotional point. Chaos just dissolves things after breaking the material or person up into particles. Order is positive energy that strengthens things and people, thinking of the effect will create what you need. This is done by order energy.

   Acid dissolves things by feel, otherwise it burns the area as it attempts to dissolve the point or target. Sun energy heals people or yourself is restored as the sunlight has Vitamin-D that the sun energy causes to restore the body. The halting element is void that ceases things as you imagine the point stopping, then the idea is done as though the effect didn't exist an effect. That is a stopping point created of what you want with what it is ceasing itself. This is how some of the elements works by what idea there is to study. If you need to know more, think of the point you need to realize and the soul gives you the point as insight.

   So I think with psionic elementalism. You can use this if you want to have a more unique system. That is a point where the strength can be defined by dice base like d10 for fire, d6 for air and etc, this is where there is X * .5 damage if it is weak, X * 2 if it is strong against the element. Dark and Light always deal double damage against each other. Air stokes flames, flames get extinguished by water, water gets absorbed by earth and drank by plants and funguses, air erodes soil and rocks sometimes by water particles called moisture. So this is real if you think it is, otherwise this is just a game.

   If you want to use a real system for this effect. Meditation is the basis of the effect as if a 1d20+focus rank were done with 10 or above being a success. This calms the mind and creates an inner awareness. Centering you and making the image of a sandy beach seem more calming. To do this trick, think your intent and make the mind relax. Snap your focus to a heightened focus, as you perceive the color of the element flare. Again, the idea seems to happen with (a point from every 2 levels)(dice used)+(Focus Rank) worth of damage or effect length in seconds with melee and minutes outside of melee. This can effect instantly unless a duration is desired.

   This is done when you manifest the effect, that you use a 1d20+Focus Rank to see in action. This is where any roll under 10 is fail, and any roll that's 10 or above is success. So if you must know, through the effect of unfocusing your eyes and focusing them again. Doing an intense look, on the area you want to effect with focus of the color. Their is different types of elements for each color.

    Using a d8, this effect is instant using earth. Seeing brown molecules in a scrubbing motion is using earth to scrub out the disease while thinking of the disease, manipulations by intended movement or restorations by destruction or repair of objects and bodies.
    Using a d12, this effect is instant. Lava is reddish brown. The lava manipulator can control the emotion by inciting the pink or purple molecules, like love or hate along with other emotion. This is in most people including themselves. The liquent master can cool down or heat up lava to control the air temperature with a will to move the molecules slower. They do not get burns easily unless its not done right.
    Using a d10, this effect is instant and has a duration if not used for attack. Fire is the color red, the control on fire can be able to make or unmake it at will. They can excite any fire particle of heat (red dots or tachyons) to some destructive force and little excess. This can burn you if not used carefully. Kill demons with this.
    Using a d8, this effect is instant after a few seconds. Water can come from air and other water source manipulations to get their result, they can see and breath water well enough to effect form it anywhere including in people, and dry things up by removal; See the light blue or aquamarine colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire on a focus at the object or area.
    Using a d10, this effect is instant. Acid can come from dirty water that's been left out and focused with other source manipulations to get some result, those that use this can see and form acid well enough to effect form it anywhere including in people, they cause residue by removal; See the grey blue colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire form on a focus at the object or area.
    Using a d8, this effect is instant. Ice and cold can freeze or unfreeze objects at will, they excite or compress any cold particle (blue particles) for the effect. including water, fire (putting it out) or air, leaving a excess of energy.
    Using a d6, this effect can deal damage if instant or otherwise has a duration. Control air by use of neutral energy or scrubbing clear white particles to move wind and to get readings psychicly through reading a conscious of most work or universal conscious of most time, you can have omnipotency, force form barriers and air walls as in efficient barriers of air, along with support for mental control for or mental with mind. State the rule to get the effect. So think of the effect and feel it occur as you scrub clear white particles. An imagine the scene as if roleplaying as it may or may not happen. Be careful, as you excite the air particles anyone in the area can use them.
    Using a d8, this effect has a duration. Small red particles (tachyons, active energy subparticle) are used by focusing the red particles into an area. They are in waves (lekton, gravity or light waves) manipulation and used in their interaction to form magnetic fields and control time events by speeding up the pulsing to speed time or slow down their pulsing to slow time down.
    Using a d12, this effect has a duration. Control spirits and death by a different means. For the control, think of death particles as bone white. To cause death just incite by feel the death particle of bone white which is to rub or vibrate. And incite the particle to uncause death by causing the vibrating death particle to stop and leave the body or see the particle rubbing together and then stop the rub by feel while the death particles leave the body. Incited spirit particles can be used by anyone in the area till unexcited by making them dissipate. You can disperse spirits by imagining their silver particles disperse to dust. You can incite the spirit of the object nearby to appear, by focusing on the object and exciting the bone white particles near the object.
    For other control colors: Using a d10, this effect has a duration and healing effect if instant. Amber is for Sunlight and you only need to rub and intensify the amber particles. This is to get a sun effect that can liven you up. This can also cause heat in the area.
    Using a d8, this effect can either age or deage with an instant effect, and with a duration this is control of time. Silver is control of time by speeding it up, this is to excite the silver particles and then time speeds up. The inciting of stopping of time is making the silver particles not move. The slowing down of time is making the silver particles slowly move. Think to separate an area energy and slow, pause or speed time up, make the thought and intent of doing so as you produce scrubbing of silver particles.
    Using a d6, this effect has a duration. Light red is for Light energy. This can generate a warmth and a light in the area.
    Using a d6, this effect has a duration. Black or Dark brown is Darkness. Imagine the particles excited and rubbing together to intensify the darkness in the area.
    Using a d8, you can use the halting element or void, where this effect is an instant stop and dissolvation starting from within to effect what you don't need to occur. Silver gray aquamarine color can stop anything. Just imagine silver gray aquamarine scrubbing together and feel the effect energy dissipate from it. This energy is what the effect produced.
    Using a d12, puce coloration is chaos. You see this is an element that degrades by too much activity. Just imagine the puce colored particles rubbing together to create chaos and break something by the attempt. If you feel the energy of the moment, then if too much its chaos. This force is a destructive one and instable focused force. So I think if there is not too much and no actual breakdown of things, then you have a balance between chaos and order. This is a nature of order balance, itself.
    Using a d10, blue grey is order, this is a positive energy that works well with earth. Think of what you want as though a need were there, then feel the need as you imagine the blue grey particles rubbing together to cause more order in the area, that dissipates the chaotic energy that exists by feel and preserves or causes no aging until too much order is used. Law by this element is creating peace and stability by working with something. This force represents a stabilizing non destructive energy that strengthens and works for you. So I think without order there's chaos and that rules by fire. Think and you know what to do with it, that means you can order any thought into becoming active and done as though you or some object is infused by the act. This is an act of order, that is where some speak or think and otherwise imagine the idea. This is done to create the point, that's done by feel.

   Teleportation is where you can shift yourself almost anywhere else, including other dimensions.

   Passing through solid walls and objects is where you can pass through the solid barrier after phasing into the mind plane and coming back again.

• Other psychokinesis
  Other psychokinesis effects are the doing of anything else. This includes:
   Telepathy is where you can read minds and know what the other will do before they do it.
   Spirit travel (OBE), where you leave the body for a bit of travel with the spirit.
   General Healing is where you remove the energy of the wound or send energy into the wounded area. Causing it to heal. Making the removed energy placed into some object. This means 3d10 HP restored. When you have a crystal, then the potential for healing is 4d10 HP by focusing the effect with it.
   Clairovoyance is where you know what is. Wherever it is, you may spy out and see events and locations.

  When your character attempts the psionic action, it will happen for as long as you use the focus ability, again as this is used to the GM's decision. Attempt an act of psionics by Saying what you want to attempt. This is for any psychokinesis other than elemental manipulation. A DC for psychokinesis is set from the chaos in the area. Again, decided by the GM. Your Will + D10 is compared to the DC of a d20 and if the total is equal or greater, then you get the psionic action done. Unless there's Psionic combat.

  With Psionics, your character is aware of the mental world and how they are aware of other psychic beings/people/creatures. They are depicted in the mental world as an Avatar and reflect your Will. The avatar is what your body is represented as, in an energy being form.

  Whatever happens in the mental world can change the real world, if the thought is made to make it manifest in the real world. Thoughts direct the mental world. Your Avatar is just one of those things that can alter the mind world. The action it does, makes certain things presented in the mental world possible to be manifested in the real world. So when you manipulate by Will, you use the Avatar as a key to formulate actions. The Will programs the energy to act the way you want.

  All near Avatars can go effect on the defensive to protect its own mental turf, from an approaching psychics' Will. If anyone is hostile or aggressive, then psionic combat happens between the strongest Avatar Will of the mental world nearby and the Avatar/s who triggered the Psionic war, otherwise nothing significant occurs. This makes a mental resolution, as the Will is tested of the combatants.

  The mental resolution doesn't take any time. This happens separate from the point that you know and can choose to use, that's for the melee. Psionic combat is done by the Strongest Avatar effort of Will and energy manipulation being used against the Avatar or Avatars who were hostile. Decided one by one and by the Will added to a d10.

  Whomever's Will is greater, dazes the other psychic for 1d6 rounds. Unless the other psychic gives into the winners' Will. Doing the bidding of the winner for 1d6 minutes. A Will save where the Will is added to a d10 against a DC of the winners Will can be made to cancel out the control of the other. 6 rounds is 1 minute out of melee and each round is 10 seconds.

  By this way, virtually anything is possible with psionics. So, the Sky is the limit. As you think you can, you do. You enable psionic ability with this special ability.

  Charm and Compulsion: Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.
  Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
• A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
• A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
• A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
• If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect.
  Compulsion is a different matter altogether. A compulsion overrides the subject’s free will in some way or simply changes the way the subject’s mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. Regardless of whether a character is charmed or compelled, he won’t volunteer information or tactics that his master doesn’t ask for.

 Cold Immunity: A character or creature with cold immunity never takes cold damage. 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.

 Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature or character. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

 Death Attacks: In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10 health points.
• The spell death ward protects a character against these attacks.

  Energy Control: You are able to control how you feel. As to the point of feeling different if others try to sense you. Basically, you feel different to sensory input. This can make the body or someone else fooled into thinking you are someone else.

  Evasion and Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way. You can have evasion and improved evasion as a special ability, but certain other creatures have these abilities, too.

  If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

  As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.

  As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

  You cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

  Improved evasion is like evasion, and can be gotten after Evasion is there, as a special ability, except that even on a failed saving throw the character takes only half damage.

 Fast Healing: A creature or character with fast healing has the extraordinary ability to regain health points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of health points (defined in its description). Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.

  A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore health points lost from starvation, thirst, or suffocation. Fast healing does not increase the number of health points regained when a creature polymorphs.

 Fire Immunity: A creature or character with fire immunity never takes fire damage. 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.

 Intensity: This occurs sometimes when invictimized, then you might feel intense. Otherwise you could think to feel more focused. Then you feel more intense emotion, lose a temporary amount of weight and speed up your body by what you sense.

 This is where the speed of time comes into play, the idea is simple where the speed of the body allows for dodging or multiple attacks if necessary. Otherwise you can do one sped up attack.

 Also noted for intensity, there is an automatic dodging of things in the intensity of the moment, that you would rather not be effected by feel. So think about this, you can use it accordingly if you must. The wiry or thin strength does go up temporarily as the weight goes down, that is a noted effect.

 In gaming terms such as DnD, that would add a die 6 roll of points to your speed. This is addable as a bonus to your dodge roll. Also you get a 1d6 or 1d10 strength modifier. These additions, if allowed by the DM or GM, only last as long as your intense. That is a point to work with as long, this is when you use the ability. Some go with the idea, this is where your an intuitive person. So think to relax and you can relate to others better.

 So that is done by thinking about things, the idea comes naturally of what you want. It means you can seem to be what knows things by idea, this is with reactions if you don't think. See that is done to do things, sometimes this is from a gaming perspective where you hate to do things.

 Low-light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

 Monstrous Regeneration: This allows you to become able to regenerate more than 100% HP. The special case is that you also gaina permanent 6% to your HP when you get the special ability and every level after getting the Special ability. The rate of regeneration be 20%+Con Bonus as % per round of 6 seconds in battle and outside of battle its 20%+Con bonus as % per minute. You must have the Regeneration Special Ability before you can get Monstruous Regeneration.

 Polymorph: Magic can cause creatures and characters to change their shapes—sometimes against their will, but usually to gain an advantage. This ability allows such as to polymorph others, or your character. Polymorphed creatures retain their own minds but have new physical forms. The polymorph spell defines the general polymorph effect. Since creatures do not change types, a slaying or bane weapon designed to kill or harm creatures of a specific type affects those creatures even if they are polymorphed. Likewise, a creature polymorphed into the form of a creature of a different type is not subject to slaying and bane effects directed at that type of creature.

  A dwarf ’s bonus for fighting giants is based on shape and size, so he does not gain a bonus against a giant polymorphed into something else, but does gain the bonus against any creature polymorphed into a giant.

 Regeneration: Creatures and characters with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.

  Certain attack forms, typically fire and acid, deal damage to the creature and character, normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. This means you are aware of things people do, so your popularity of how you look is down by how you react and that means charisma is with a -1 penalty.

  Creatures and characters with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

  Regeneration does not restore health points lost from starvation, thirst, or suffocation. Attack forms that don’t deal health point damage ignore regeneration. An attack that can cause instant death only threatens the creature or character with death if it is delivered by weapons that deal it lethal damage.

  The regeneration rate for both creatures and characters, is 10%+Con bonus as %.

 Gaseous Form: Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Characters can gain this ability, in the form of a special ability. Creatures and characters in gaseous form can’t run but can fly. A gaseous creature or character can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures and characters can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).

  Creatures and characters in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
  Gaseous creatures and characters do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like). Gaseous creatures and characters can’t enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air 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.
  Discerning a creature or character in gaseous form from natural mist requires a DC 15 Spot check. Creatures and characters in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

 Etherealness: Phase spiders and certain other creatures can exist, on the Ethereal Plane and so can characters, with this ability. While on the Ethereal Plane, a creature or character is called ethereal. Unlike incorporeal creatures, ethereal creatures and characters are not present on the Material Plane.

  Ethereal creatures and characters are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. An ethereal creature or character can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature and character can’t see through a material wall, for instance.) An ethereal creature or character inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature and character can’t affect the Material Plane, not even magically. An ethereal creature and character, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.

  Even if a creature on the Material Plane can see an ethereal creature or character, the ethereal creature or character is on another plane. Only force effects can affect the ethereal creatures and characters. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature or character, and a magical element blast can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.

  Ethereal creatures and characters can move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block them (though they can’t see while their eyes are within solid material).

  Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.

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Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
"ARS_Magica" Book by Judith Tarr