# Games : D&D 3.5 : Rules : Actions & Abilities ## Abilities Magical effects come in two types: Supernatural and Spell-Like. Additionally, members of certain classes and certain creatures can use special abilities that aren’t magical. These abilities are called Extraordinary or Natural. ``` ──── ───────────── ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Natural A non-magical ability. Examples: walking, swimming (for aquatic creatures), flight (for winged creatures) Natural abilities are those not otherwise designated as Extraordinary, Supernatural, or Spell-Like. Usually not an action because most automatically happen in a reactive fashion. Those that are actions are usually std, cannot be disrupted, do not require concentration, and do not provoke AoOs. ---- ------------- ----------------------------------------------------------------------------------------------------------------------- vvv Special Abilities vvv (Ex) Extraordinary A non-magical Special Ability. Examples: rogue’s evasion, troll’s regeneration (ExA) They are not subject to dispelling, disruption, or spell resistance. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics. Generally do not provoke AoOs or require concentration. ---- ------------- ----------------------------------------------------------------------------------------------------------------------- (Su) Supernatural A magical power that produces a particular effect. Examples: dragon’s breath, medusa’s petrifying gaze, (SuA) spectre’s energy drain, cleric’s use of pos|neg energy to turn | rebuke undead Supernatural abilities are not subject to dispelling, disruption, or spell resistance. However, they do not function in areas where magic is suppressed or negated, such as inside an antimagic field. Generally do not provoke AoOs or require concentration. ---- ------------- ----------------------------------------------------------------------------------------------------------------------- (Sp) Spell-Like A special ability with effects that resemble those of a spell. Examples: dryad’s charm, devils' teleport (SpA) Usually works just like the spell of that name. The user activates it mentally. Armor never affects use. Default casting time: std Has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. Subject to spell resistance and to being dispelled. Do not function in areas where magic is suppressed or negated, such as an antimagic field. Cannot be used to counterspell, nor can they be counterspelled. Using a Spell-Like Ability on the Defensive: Concentration DC 15 + SL Can require concentration, and provokes AoOs. ──── ───────────── ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── ```