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

Tag Groups

This is a list of all the tag groups, in alphabetical order by group.

Companion
These tags indicate that these abilities bring creatures across large distances to serve the users of the ability.

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Creatures brought by these abilities are fully real, and can enter antimagic fields without harm. Bringing a creature with an elemental subtype using such an ability gives that ability the appropriate [Elemental] tag as well.

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Creatures brought by these abilities are only replicas. They can be 'dispelled' as if they were an area spell, and entering an 'antimagic field' causes them to wink out of existence. Such creatures are non-specific and untrainable, and cannot be brought into an environment that cannot support them. These creatures cannot use any abilities that summon or create creatures, nor can they use any [Teleportation] abilities or abilities that allow them to travel between planes. Bringing a creature with an elemental subtype using such an ability gives that ability the appropriate [Elemental] tag as well.

Deception
These tags indicate that these abilities alter the senses of their targets, making them perceive something that isn't there.

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These abilities create something that is perceivable by anyone who views (or hears, or smells, etc) the ability's effect and is capable of processing this perception. These abilities cannot create intelligible speech unless the ability description states otherwise, and any speech they generate must be in a language known by the user, or it will come out as gibberish. Any such perception must be familiar to the user, and it will be dependent on their subjective perceptions of such a perception.

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These abilities create something that only the user and the intended target or targets can perceive. It is a purely sensory effect between the user and the target, and third parties do not perceive anything where this ability's effect should be. Almost all [Phantasm] abilities are also [Mind-Affecting].

Elemental
These tags indicate what elemental energy the ability draws upon. While there are some connections between [Elemental] and [Energy] tags, they aren't absolute.

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These abilities have the given elemental type. If multiple types are listed, the ability is considered to belong to all of them at the same time and affects targets in whatever way is most beneficial for the user.

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These abilities can be any listed elemental type, depending on the user's choices when using the ability. For spells or spell-like abilities, such choices are made in Step 1b, and the tag changes based on these choices.

Example: An ability with the tag [Elemental: Selectable] can be of any listed elemental type. For example, if the user chooses fire, the tag becomes [Elemental: Fire].

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These abilities are of all elemental types.

Energy
These tags indicate what type of damage the ability deals. While there are some connections between [Energy] and [Elemental] tags, they aren't absolute.

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These abilities deal the indicated damage type. If multiple energy tags are specified the ability deals damage in whatever way is most beneficial for the user. If a creature or object affected by this ability has resistance to any of these damage types, it may only apply the lowest of all shared resistances against the given energy types.

Example: An ability with the tag [Energy: Cold, Energy: Fire] deals both cold and fire damage. A creature that has fire resistance 5 and cold resistance 5 reduces the damage from this ability by 5. A creature that has fire resistance 10 and cold resistance 5 reduces the damage by 5. A creature that has fire resistance 20 and no cold resistance does not reduce the damage from this ability. unless specified otherwise in the description.

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These abilities can deal any listed energy damage, depending on the caster's choices when using the ability. For spells or spell-like abilities, such choices are made in Step 1b, and the tag changes based on these choices.

Example: An ability with the tag [Energy: Selectable] can deal any kind of energy damage. For example, if the user chooses to deal fire damage, the tag becomes [Energy: Fire].

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These abilities deal all energy damage types. If a creature or object affected by this ability has resistance to any of these damage types, it may only apply the lowest of all shared resistances against the given energy types.

Illumination
These tags indicate that the abilities deal with darkness or light, either filling an area with it or removing it from an area.

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These abilities negate all [Light] abilities within their areas or on their targets, as long as these abilities aren't higher-level. The [Darkness] ability is not affected by this, and the duration of so-negated [Light] abilities continues. Any Investment costs for such abilities must continue to be paid.

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These abilities negate all [Darkness] abilities within their areas or on their targets, as long as these abilities aren't higher-level. The [Light] ability is not affected by this, and the duration of so-negated [Darkness] abilities continues. Any Investment costs for such abilities must continue to be paid.

Slot
These tags may only be used if the duration is 'slot'.

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These abilities may be transferred to another willing ally. To do so, you must use a standard action and touch the ally.

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These abilities may be suppressed. A suppressed ability does not work when suppressed. Suppressing or removing suppression (hereafter called changing suppression) from abilities is a swift action. You may change suppression from any number of abilities using the same swift action. Once suppression is changed, you may not change suppression from any abilities until a dissipation check is made, using the highest DC of the ability that had suppression changed.

Soul
These tags indicate that the abilities channel positive or negative energy.

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These abilities deal negative energy damage. These affect living creatures normally, while undead receive the Inverse effect instead. Creatures that are neither living nor undead are Immune.

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These abilities deal positive energy damage. These affect undead creatures normally, while living creatures receive the Inverse effect instead. Creatures that are neither undead nor living are Immune.

Rarity
These tags indicate how commonly-known the abilities tagged with them are. Nearly always used for spells, these indicate how easy they are to learn or acquire in-game.

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These abilities are the most common of their kind. All characters of the class that this ability belongs to know such abilities.

Example: If the ability in question was a wizard spell, all wizards know it.

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These abilities are less common, but still relatively widely-known. These can be selected by any character of the class that this ability belongs to.

Example: If the ability in question was a wizard spell, any wizard can learn it, but not every wizard will necessarily know all such abilities.

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These abilities are the most rare and unusual of their kind, and are known by very few, if they're known by anyone living at all. These abilities can only be learned with GM permission or certain items.

Example: If the ability in question was a wizard spell, while any wizard could learn it, unless they had permission from the GM or an item that could teach it to them, they'd be out of luck.