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abilitiesAndConditions.html
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abilitiesAndConditions.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=windows-1250" http-equiv="content-type" />
<link rel="shortcut icon" href="favicon.ico" />
<title>
SRD - Special Abilities and Conditions
</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script src="http://www.google-analytics.com/urchin.js" type="text/javascript">
</script>
<script type="text/javascript">
_uacct = "UA-239947-2";
urchinTracker();
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</head>
<body>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td style="width: 170px; text-align: right">
<img alt="d20 Logo" src="d20.jpg" />
</td>
<td style="width: 30px"></td>
<td colspan="3" id="title">
System Reference Document v3.5
</td>
<td rowspan="3" style="background-color: #8B2323; width: 15px"></td>
</tr>
<tr>
<td colspan="3" style="height: 15px"></td>
<td rowspan="2" style="width: 15px"></td>
</tr>
<tr valign="top">
<td>
<!-- left-hand navigation / menu -->
<table width="170px">
<tr><td style="width: 100%; background-color: #8b2323">
<div class="menu2">
<ul>
<li><a href="home.html">SRD Home</a>
<ul>
<li><a href="tips.html">Tips and Stuff</a></li>
<li><a href="siteMap.html">Site Map</a></li>
</ul>
</li>
<li><a href="legal.html">Legal Information</a></li>
<li><a href="tools.html">Tools</a>
<ul>
<li><a href="toolsScreen.html">DM Screen</a></li>
<li><a href="#" onclick="
var w = window.open('anchorSearch.html', 'anchor_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Site Search</a></li>
<li><a href="#" onclick="
var w = window.open('spellSearch.html', 'spell_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Spell Search</a></li>
<li><a href="#" onclick="
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Power Search</a></li>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Monster Search</a></li>
<li><a href="toolsSpellIndex.html">Spell Index</a></li>
<li><a href="toolsPowerIndex.html">Power Index</a></li>
<li><a href="toolsMonsterIndex.html">Monster Index</a></li>
<li><a href="toolsMagicItemIndex.html">Wondrous Item Index</a></li>
<li><a href="#" onclick="
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DiceSage</a></li>
</ul>
</li>
<li><a href="basics.html">Basics & Ability Scores</a></li>
<li><a href="description.html">Alignment & Description</a></li>
<li><a href="races.html">Races</a></li>
<li><a href="classes.html">Character Classes</a>
<ul>
<li><a href="barbarian.html">Barbarian</a></li>
<li><a href="bard.html">Bard</a></li>
<li><a href="cleric.html">Cleric</a></li>
<li><a href="druid.html">Druid</a></li>
<li><a href="fighter.html">Fighter</a></li>
<li><a href="monk.html">Monk</a></li>
<li><a href="paladin.html">Paladin</a></li>
<li><a href="ranger.html">Ranger</a></li>
<li><a href="rogue.html">Rogue</a></li>
<li><a href="sorcerer.html">Sorcerer</a></li>
<li><a href="wizard.html">Wizard</a></li>
</ul>
</li>
<li><a href="skills.html">Skills</a>
<ul>
<li><a href="skillsAll.html">In Alphabetical Order</a></li>
<li><a href="skillsStr.html">Strength-Based</a></li>
<li><a href="skillsDex.html">Dexterity-Based</a></li>
<li><a href="skillsCon.html">Constitution-Based</a></li>
<li><a href="skillsInt.html">Intelligence-Based</a></li>
<li><a href="skillsWis.html">Wisdom-Based</a></li>
<li><a href="skillsCha.html">Charisma-Based</a></li>
<li><a href="skillsTro.html">Trained Only</a></li>
<li><a href="skillsAcp.html">With Armor Check Penalty</a></li>
</ul>
</li>
<li><a href="feats.html">Feats</a>
<ul>
<li><a href="featsAll.html">In Alphabetical Order</a></li>
<li><a href="featsGen.html">General</a></li>
<li><a href="featsFtb.html">Fighter Bonus</a></li>
<li><a href="featsItc.html">Item Creation</a></li>
<li><a href="featsMtm.html">Metamagic</a></li>
<li><a href="featsList.html">Compiled</a></li>
</ul>
</li>
<li><a href="equipment.html">Equipment</a>
<ul>
<li><a href="weapons.html">Weapons</a></li>
<li><a href="armor.html">Armor</a></li>
<li><a href="goodsAndServices.html">Goods & Services</a></li>
</ul>
</li>
<li><a href="specialMaterials.html">Special Materials</a></li>
<li><a href="combat.html">Combat</a>
<ul>
<li><a href="initiativeAndAoO.html">Initiative & Attacks of Opportunity</a></li>
<li><a href="actionsInCombat.html">Actions In Combat</a></li>
<li><a href="injuryAndDeath.html">Injury & Death</a></li>
<li><a href="movement.html">Movement, Position, & Distance</a></li>
<li><a href="combatModifiers.html">Combat Modifiers</a></li>
<li><a href="specialAttacks.html">Special Attacks</a></li>
<li><a href="initiativeActions.html">Special Initiative Actions</a></li>
</ul>
</li>
<li class="selected"><a href="abilitiesAndConditions.html">Special Abilities & Conditions</a></li>
<li><a href="npcClasses.html">NPC Classes</a></li>
<li><a href="prestigeClasses.html">Prestige Classes</a>
<ul>
<li><a href="arcaneArcher.html">Arcane Archer</a></li>
<li><a href="arcaneTrickster.html">Arcane Trickster</a></li>
<li><a href="archmage.html">Archmage</a></li>
<li><a href="assassin.html">Assassin</a></li>
<li><a href="blackguard.html">Blackguard</a></li>
<li><a href="dragonDisciple.html">Dragon Disciple</a></li>
<li><a href="duelist.html">Duelist</a></li>
<li><a href="dwarvenDefender.html">Dwarven Defender</a></li>
<li><a href="eldritchKnight.html">Eldritch Knight</a></li>
<li><a href="hierophant.html">Hierophant</a></li>
<li><a href="horizonWalker.html">Horizon Walker</a></li>
<li><a href="loremaster.html">Loremaster</a></li>
<li><a href="mysticTheurge.html">Mystic Theurge</a></li>
<li><a href="shadowdancer.html">Shadowdancer</a></li>
<li><a href="thaumaturgist.html">Thaumaturgist</a></li>
</ul>
</li>
<li><a href="epicLevels.html">Epic Levels</a>
<ul>
<li><a href="epicClasses.html">Epic Classes</a></li>
<li><a href="epicSkills.html">Epic Skills</a></li>
<li><a href="epicFeats.html">Epic Feats</a></li>
<li><a href="epicPrestigeClasses.html">Epic Prestige Classes</a>
<ul>
<li><a href="agentRetriever.html">Agent Retriever</a></li>
<li><a href="cosmicDescryer.html">Cosmic Descryer</a></li>
<li><a href="divineEmissary.html">Divine Emissary</a></li>
<li><a href="epicInfiltrator.html">Epic Infiltrator</a></li>
<li><a href="guardianParamount.html">Guardian Paramount</a></li>
<li><a href="highProselytizer.html">High Proselytizer</a></li>
<li><a href="legendaryDreadnought.html">Legendary Dreadnought</a></li>
<li><a href="perfectWight.html">Perfect Wight</a></li>
<li><a href="unionSentinel.html">Union Sentinel</a></li>
</ul>
</li>
<li><a href="epicSpells.html">Epic Spells</a>
<ul>
<li><a href="epicSpellDevelopment.html">Developing</a></li>
</ul>
</li>
<li><a href="epicMagicItems.html">Epic Magic Items</a>
<ul>
<li><a href="epicMagicItemsOther.html">Other Items</a></li>
<li><a href="epicArtifacts.html">Intelligent Items and Artifacts</a></li>
</ul>
</li>
<li><a href="epicMonsters.html">Epic Monsters</a>
<ul>
<li><a href="epicNonAbominations.html">Non-Abominations</a></li>
</ul>
</li>
<li><a href="epicObstacles.html">Epic Obstacles</a></li>
</ul>
</li>
<li><a href="magicOverview.html">Magic Overview</a>
<ul>
<li><a href="magicSchools.html">Schools of Magic</a></li>
<li><a href="arcaneSpells.html">Arcane Magic</a></li>
<li><a href="divineSpells.html">Divine Magic</a></li>
<li><a href="specialAbilities.html">Special Abilities</a></li>
</ul>
</li>
<li><a href="spellList.html">Spell List</a>
<ul>
<li><a href="#" onclick="var w = window.open('spellSearch.html', 'spell_search',
'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10');
w.focus(); return false">Spell Search</a></li>
<li><a href="bardSpells.html">Bard Spells</a></li>
<li><a href="clericSpells.html">Cleric Spells</a></li>
<li><a href="clericDomains.html">Cleric Domains</a></li>
<li><a href="druidSpells.html">Druid Spells</a></li>
<li><a href="paladinSpells.html">Paladin Spells</a></li>
<li><a href="rangerSpells.html">Ranger Spells</a></li>
<li><a href="wizardSpells.html">Sorcerer/Wizard Spells</a></li>
<li><a href="spellsAtoZ.html">Spells A to Z</a>
<ul>
<li><a href="spellsAtoB.html">Acid Arrow — Burning Hands</a></li>
<li><a href="spellsC.html">Call Lightning — Curse Water</a></li>
<li><a href="spellsDtoE.html">Dancing Lights — Eyebite</a></li>
<li><a href="spellsFtoG.html">Fabricate — Gust of Wind</a></li>
<li><a href="spellsHtoL.html">Hallow — Lullaby</a></li>
<li><a href="spellsMtoO.html">Mage Armor — Owl's Wisdom</a></li>
<li><a href="spellsPtoR.html">Passwall — Rusting Grasp</a></li>
<li><a href="spellsS.html">Sanctuary — Sympathy</a></li>
<li><a href="spellsTtoZ.html">Telekinesis — Zone of Truth</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="magicItems.html">Magic Items</a>
<ul>
<li><a href="magicItemsCreation.html">Creating Magic Items</a></li>
<li><a href="magicItemsAW.html#armor">Armor</a></li>
<li><a href="magicItemsPRR.html#potions">Potions</a></li>
<li><a href="magicItemsPRR.html#rings">Rings</a></li>
<li><a href="magicItemsPRR.html#rods">Rods</a></li>
<li><a href="magicItemsSSW.html#scrolls">Scrolls</a></li>
<li><a href="magicItemsSSW.html#staffs">Staffs</a></li>
<li><a href="magicItemsSSW.html#wands">Wands</a></li>
<li><a href="magicItemsAW.html#weapons">Weapons</a></li>
<li><a href="magicItemsWI.html">Wondrous Items</a></li>
<li><a href="magicItemsICA.html">Intelligent, Cursed, & Artifacts</a></li>
</ul>
</li>
<li><a href="monsters.html">Monsters</a>
<ul>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Monster Search</a></li>
<li><a href="monstersAtoZ.html">Monsters A to Z</a>
<ul>
<li><a href="monstersA.html">Aboleth — Azer</a></li>
<li><a href="monstersBtoC.html">Barghest — Couatl</a></li>
<li><a href="monstersDtoDe.html">Dark Mantle — Devourer</a></li>
<li><a href="monstersDitoDo.html">Digester — Doppleganger</a></li>
<li><a href="monstersDrtoDw.html">Dragon — Dwarf</a></li>
<li><a href="monstersEtoF.html">Eagle — Fungus</a></li>
<li><a href="monstersG.html">Gargoyle — Grimlock</a></li>
<li><a href="monstersHtoI.html">Hag — Invisible Stalker</a></li>
<li><a href="monstersKtoL.html">Kobold — Lycanthrope</a></li>
<li><a href="monstersMtoN.html">Magmin — Nymph</a></li>
<li><a href="monstersOtoR.html">Ogre — Rust Monster</a></li>
<li><a href="monstersS.html">Sahuagin — Swarm</a></li>
<li><a href="monstersTtoZ.html">Tarrasque — Zombie</a></li>
</ul>
</li>
<li><a href="monstersAnimal.html">Animals</a></li>
<li><a href="monstersVermin.html">Vermin</a></li>
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<td style="width: 30px"></td>
<td>
<!-- main contents -->
<h2><a id="special-abilities-and-conditions"></a>
Special Abilities & Conditions
</h2><h3><a id="special-abilities"></a>
SPECIAL ABILITIES
</h3>
<table class="line" style="background-image: url(dot.gif)" border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td></td>
</tr>
</tbody>
</table>
<p class="initial">
A special ability is either extraordinary, spell-like, or
supernatural in nature.
</p>
<p><a id="extraordinary-abilities"></a>
<b>Extraordinary Abilities (Ex)</b>: Extraordinary abilities are
nonmagical. They are, however, not something that just anyone can
do or even learn to do without extensive training. Effects or
areas that negate or disrupt magic have no effect on extraordinary
abilities.
</p>
<p><a id="spell-like-abilities"></a>
<b>Spell-Like Abilities (Sp)</b>: Spell-like abilities, as the
name implies, are spells and magical abilities that are very much
like spells. Spell-like abilities are subject to spell resistance
and dispel magic. They do not function in areas where magic is
suppressed or negated (such as an antimagic field).
</p>
<p><a id="supernatural-abilities"></a>
<b>Supernatural Abilities (Su)</b>: Supernatural abilities are
magical but not spell-like. Supernatural abilities are not subject
to spell resistance and do not function in areas where magic is
suppressed or negated (such as an antimagic field). A supernatural
ability’s effect cannot be dispelled and is not subject to
counterspells. See the table below for a summary of the types of
special abilities.
</p>
<p><a id="table-special-ability-types"></a>
<b>Table: Special Ability Types</b>
</p>
<table border="0" cellpadding="1" cellspacing="0">
<tbody>
<tr>
<th>
<br />
</th>
<th>
Extraordinary
</th>
<th>
Spell-Like
</th>
<th>
Supernatural
</th>
</tr>
<tr class="odd-row">
<td>
Dispel
</td>
<td>
No
</td>
<td>
Yes
</td>
<td>
No<br />
</td>
</tr>
<tr>
<td>
Spell resistance
</td>
<td>
No
</td>
<td>
Yes
</td>
<td>
No
</td>
</tr>
<tr class="odd-row">
<td>
Antimagic field
</td>
<td>
No
</td>
<td>
Yes
</td>
<td>
Yes
</td>
</tr>
<tr>
<td class="last-row">
Attack of opportunity
</td>
<td class="last-row">
No
</td>
<td class="last-row">
Yes
</td>
<td class="last-row">
No
</td>
</tr>
<tr>
<td colspan="4">
<i>Dispel</i>: Can dispel magic and similar spells dispel
the effects of abilities of that type?
</td>
</tr>
<tr>
<td colspan="4">
<i>Spell Resistance</i>: Does spell resistance protect a
creature from these abilities?
</td>
</tr>
<tr>
<td colspan="4">
<i>Antimagic Field</i>: Does an antimagic field or similar
magic suppress the ability?
</td>
</tr>
<tr>
<td colspan="4">
<i>Attack of Opportunity</i>: Does using the ability provoke
attacks of opportunity the way that casting a spell does?
</td>
</tr>
</tbody>
</table>
<h5><a id="ability-score-loss"></a>
ABILITY SCORE LOSS
</h5>
<p class="initial">
Various attacks cause ability score loss, either ability damage or
ability drain. Points lost to ability damage return at the rate of
1 point per day (or double that if the character gets complete bed
rest) to each damaged ability, and the spells lesser restoration
and restoration offset ability damage as well. Ability drain,
however, is permanent, though restoration can restore even those
lost ability score points.
</p>
<p>
While any loss is debilitating, losing all points in an ability
score can be devastating.
</p>
<ul>
<li>
<p>
Strength 0 means that the character cannot move at all. He
lies helpless on the ground.
</p>
</li>
<li>
<p>
Dexterity 0 means that the character cannot move at all. He
stands motionless, rigid, and helpless.
</p>
</li>
<li>
<p>
Constitution 0 means that the character is dead.
</p>
</li>
<li>
<p>
Intelligence 0 means that the character cannot think and is
unconscious in a coma-like stupor, helpless.
</p>
</li>
<li>
<p>
Wisdom 0 means that the character is withdrawn into a deep
sleep filled with nightmares, helpless.
</p>
</li>
<li>
<p>
Charisma 0 means that the character is withdrawn into a
catatonic, coma-like stupor, helpless.
</p>
</li>
</ul>
<p>
Keeping track of negative ability score points is never necessary.
A character’s ability score can’t drop below 0.
</p>
<p>
Having a score of 0 in an ability is different from having no
ability score whatsoever.
</p>
<p>
Some spells or abilities impose an effective ability score
reduction, which is different from ability score loss. Any such
reduction disappears at the end of the spell’s or ability’s
duration, and the ability score immediately returns to its former
value.
</p>
<p>
If a character’s Constitution score drops, then he loses 1 hit
point per Hit Die for every point by which his Constitution
modifier drops. A hit point score can’t be reduced by Constitution
damage or drain to less than 1 hit point per Hit Die.
</p>
<p>
The ability that some creatures have to drain ability scores is a
supernatural one, requiring some sort of attack. Such creatures do
not drain abilities from enemies when the enemies strike them,
even with unarmed attacks or natural weapons.
</p>
<h5><a id="antimagic"></a>
ANTIMAGIC
</h5>
<p class="initial">
An <a style="color: #579eb6" href="spellsAtoB.html#antimagic-field">antimagic field</a> spell or
effect cancels magic altogether. An antimagic effect has the
following powers and characteristics.
</p>
<ul>
<li>
<p>
No supernatural ability, spell-like ability, or spell works in
an area of antimagic (but extraordinary abilities still work).
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
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).
</p>
</li>
<li>
<p>
Two antimagic areas in the same place do not cancel each other
out, nor do they stack.
</p>
</li>
<li>
<p>
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.
</p>
</li>
</ul>
<h5><a id="blindsight"></a><a id="blindsight-and-blindsense"></a>
BLINDSIGHT AND BLINDSENSE
</h5>
<p class="initial">
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.
</p>
<ul>
<li>
<p>
Blindsight never allows a creature to distinguish color or
visual contrast. A creature cannot read with blindsight.
</p>
</li>
<li>
<p>
Blindsight does not subject a creature to gaze attacks (even
though darkvision does).
</p>
</li>
<li>
<p>
Blinding attacks do not penalize creatures using blindsight.
</p>
</li>
<li>
<p>
Deafening attacks thwart blindsight if it relies on hearing.
</p>
</li>
<li>
<p>
Blindsight works underwater but not in a vacuum.
</p>
</li>
<li>
<p>
Blindsight negates displacement and blur effects.
</p>
</li>
</ul>
<p><a id="blindsense"></a>
<b>Blindsense</b>: 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.
</p>
<h5><a id="breath-weapon"></a>
BREATH WEAPON
</h5>
<p class="initial">
A creature attacking with a breath weapon is actually expelling
something from its mouth (rather than conjuring it by means of a
spell or some other magical effect). Most creatures with breath
weapons are limited to a number of uses per day or by a minimum
length of time that must pass between uses. Such creatures are
usually smart enough to save their breath weapon until they really
need it.
</p>
<ul>
<li>
<p>
Using a breath weapon is typically a standard action.
</p>
</li>
<li>
<p>
No attack roll is necessary. The breath simply fills its
stated area.
</p>
</li>
<li>
<p>
Any character caught in the area must make the appropriate
saving throw or suffer the breath weapon’s full effect. In
many cases, a character who succeeds on his saving throw still
takes half damage or some other reduced effect.
</p>
</li>
<li>
<p>
Breath weapons are supernatural abilities except where noted.
</p>
</li>
<li>
<p>
Creatures are immune to their own breath weapons.
</p>
</li>
<li>
<p>
Creatures unable to breathe can still use breath weapons. (The
term is something of a misnomer.)
</p>
</li>
</ul><a id="charm"></a><a id="charm-and-compulsion"></a>
<h5>
CHARM AND COMPULSION
</h5>
<p class="initial">
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.
</p>
<p>
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.
</p>
<ul>
<li>
<p>
A charmed creature doesn’t gain any magical ability to
understand his new friend’s language.
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
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).
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
A charmed character never obeys a command that is obviously
suicidal or grievously harmful to her.
</p>
</li>
<li>
<p>
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.
</p>
</li>
<li>
<p>
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.
</p>
</li>
</ul>
<p>
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.
</p>
<p>
Regardless of whether a character is charmed or compelled, he
won’t volunteer information or tactics that his master doesn’t ask
for.
</p>
<h5><a id="cold-immunity"></a>
COLD IMMUNITY
</h5>
<p class="initial">
A 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.
</p>
<h5><a id="damage-reduction"></a>
DAMAGE REDUCTION
</h5>
<p class="initial">
Some magic creatures have the supernatural ability to instantly
heal damage from weapons or to ignore blows altogether as though
they were invulnerable.
</p>
<p>
The numerical part of a creature’s damage reduction is the amount
of hit points the creature ignores from normal attacks. Usually, a
certain type of weapon can overcome this reduction. This
information is separated from the damage reduction number by a
slash. Damage reduction may be overcome by special materials, by
magic weapons (any weapon with a +1 or higher enhancement bonus,
not counting the enhancement from masterwork quality), certain
types of weapons (such as slashing or bludgeoning), and weapons
imbued with an alignment. If a dash follows the slash then the
damage reduction is effective against any attack that does not
ignore damage reduction.
</p>
<p>
Ammunition fired from a projectile weapon with an enhancement
bonus of +1 or higher is treated as a magic weapon for the purpose
of overcoming damage reduction. Similarly, ammunition fired from a
projectile weapon with an alignment gains the alignment of that
projectile weapon (in addition to any alignment it may already
have).
</p>
<p>
Whenever damage reduction completely negates the damage from an
attack, it also negates most special effects that accompany the
attack, such as injury type poison, a monk’s stunning, and injury
type disease. Damage reduction does not negate touch attacks,
energy damage dealt along with an attack, or energy drains. Nor
does it affect poisons or diseases delivered by inhalation,
ingestion, or contact.
</p>
<p>
Attacks that deal no damage because of the target’s damage
reduction do not disrupt spells.
</p>
<p>
Spells, spell-like abilities, and energy attacks (even nonmagical
fire) ignore damage reduction.
</p>
<p>
Sometimes damage reduction is instant healing. Sometimes damage
reduction represents the creature’s tough hide or body. In either
case, characters can see that conventional attacks don’t work.
</p>
<p>
If a creature has damage reduction from more than one source, the
two forms of damage reduction do not stack. Instead, the creature
gets the benefit of the best damage reduction in a given
situation.
</p>
<h5><a id="darkvision"></a>
DARKVISION
</h5>