User:MisterSinister/TOToM (3.5e Sourcebook)/SRP1/Schools and Tags/Individual Tags

Individual Tags

These are the descriptions of non-grouped tags.

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These abilities change how the target or targets think of the user. Targets still act in a way consistent with their belief and alignment, but may be open to doing more for the user than normal. They are open to interpreting anything the caster tells them or does to them based on their own thinking (slightly modified by the ability). When such abilities end, any targets return to their normal thinking patterns regarding the user, as they were before the ability was used.

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These abilities change the way the target or targets' minds work. This can (but doesn't always) force them to act in the manner the user wants, regardless of what they think or feel about it.

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These abilities create matter out of thin air, in the place the user decides. If the ability has a duration other than Instantaneous, the power of the ability itself holds the creation together, and when the ability ends, the matter vanishes without a trace. If the ability has an Instantaneous duration, the matter doesn't depend on the ability to work, and behaves as normal matter of its type after the ability is used.

A creature or object created by a such an ability cannot appear inside another creature, but an object that has at least one open side and that can fit the creature or object being created can accommodate them normally. The object or creature must appear within the range of the ability, but does not have to remain that way.

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These abilities attack the target's soul. Any creature killed by a [Death] ability cannot be brought back from the dead (although some abilities can bypass this).

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These abilities induce a condition of panic or terror in their targets. Nearly all [Fear] abilities are also [Mind-Affecting].

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These abilities use pure magical energy. Such abilities ignore incorporeal miss chances, and their damage does not possess a type.

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These abilities tie up some of the intrinsic magical energy that their target or targets keep to attune and use magic items. For as long as the ability is active, its target or targets must reduce the number of attuned magic items they can have active by 1. For multiple-target abilities, all targets must reduce this number for themselves.

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These abilities require the target or targets of the ability to understand the user. The understanding need not be two-way - the user only needs to be able to communicate something intelligible to the targets, which must be able to hear and understand it.

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These abilities act upon the mind, and thus, creatures that are mindless cannot be affected by them.

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These abilities force creatures without a Constitution score and inanimate objects to make the required save.

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These abilities generate a line or beam that strikes the target. It is aimed as a ranged attack, and usually requires a ranged touch attack as well. As with a ranged weapon, you can try and guess where a target it and fire at that. Unlike with a targeted ability, you don't need to see a creature to attempt to hit it with this, but intervening objects can provide cover to a creature.

If the [Ray] ability has a duration, it reflects how long its after-effects last, not the duration of the ray itself.

A [Ray] ability can score critical hits just like a weapon. It has a natural threat range of 20, and a critical multiplier of x2.

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These abilities create an invisible magic sensor that sends the user information. Unless noted otherwise, the sensor can detect whatever the user normally could. This includes other abilities that affect the user, but not those that emanate from them. The sensor is a separate, independent sensory organ, and can work normally even if the user has been blinded, deafened and so forth.

Any creature with an Intelligence of 12 or more can notice the sensor with a DC 20 Perception check. Any damage destroys a sensor, and if the source of the sensor is a spell, it can also be dispelled.

Lead sheeting one inch thick stops a [Scrying] ability, and the user becomes aware of this.

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These abilities rely on sound to function. Their user must be able to speak (as if having to supply a verbal component) and cannot be in an area where sound cannot travel (such as a silence spell).

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These abilities spread, like a cloud or fog, from their point of origin. This can cause its effect to extend around corners or beyond the user's line of sight. When determining distance for [Spread] abilities, count around obstacles, not through them. The user must have line of effect to the point of origin, but not to everywhere the [Spread] ability's effect can cover.

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Only applied to spells or spell-like abilities, this tag indicates that spell resistance does not apply to this ability in the normal way. See the description of the ability for more information.

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These abilities allow the user to cross great distances at the speed of light (approximately 186,282 miles per second). Such an ability is blocked by at least three feet of stone or earth (thus, teleporting underground without using a fixed portal or something similar is not possible - hence the existence of castles and dungeons).