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** Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as the ability to magically cure diseases (which are implemented as stat debuffs), as well as an immunity to fear effects (plus giving allies a bonus against these).
** Monks also gain an immunity to diseases (though not supernatural ones like Paladins), and both Monks and Druids have class abilities granting immunity to poisons of all kinds (which are a very common form of stat debuffs).

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** Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as IdealIllnessImmunity and the ability to magically cure diseases (which are implemented as stat debuffs), as well as an immunity to fear effects (plus giving allies a bonus against these).
** Monks also gain an immunity to diseases (though not supernatural ones like Paladins), and both Monks and Druids have class abilities granting immunity to poisons of all kinds (which are a another very common form of stat debuffs).
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TabletopGame/{{Original|DungeonsAndDragons}} | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | '''3E''' | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]

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TabletopGame/{{Original|DungeonsAndDragons}} | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] AD&D1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] AD&D2E]] | '''3E''' | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
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* AncestralWeapon: From the ''Book of Exalted Deeds'', the Ancestral Relic feat allows even non-magic users (as long as good-aligned) to enchant an item by sacrificing wealth and praying over it; however said item needs to have belonged to a family member or revered mentor. Not solely apply to weapons, with the exception of the Anointed Knight PrestigeClass, whose ancestral weapon can be further increased in power as they level up through alchemical secrets.

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* AncestralWeapon: From the ''Book of Exalted Deeds'', the Ancestral Relic feat allows even non-magic users (as long as good-aligned) to enchant an item by sacrificing wealth and praying over it; however said item needs to have belonged to a family member or revered mentor. Not It doesn't have to solely apply to weapons, with the exception of except for the Anointed Knight PrestigeClass, whose ancestral weapon can be further increased in power as they level up through alchemical secrets.
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[[header:[[center:[-'''''TabletopGame/DungeonsAndDragons'' Editions'''\\
TabletopGame/{{Original|DungeonsAndDragons}} | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | '''3E''' | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
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** Shiftsilver from ''Dragon'' #355 is made from a mix of silver, steel, and the blood of a willing shifter donor. It's stronger than ordinary alchemical silver, and beyond bypassing silver damage reduction, weapons made of shiftsilver also inflicts +2 damage to such creatures.
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* AntiMagic: Third Edition inherited plenty of the magic-nullifying spells or powers from previous ones (''globe of invulnerability'', ''lesser globe of invulnerability'', ''antimagic field'', the antimagic cone of a beholder's central eye, etc.). A few examples are specific to this edition, though:
** The arcane spells ''antimagic aura'' (''Magic of Faerun'' sourcebook), which is a touch spell affecting a single creature and its equipment, and ''antimagic ray'' (''Draconomicon''), which is a distance spell affecting a single creature but ''not'' its equipment (even wands or scrolls, for example, can still work). Both can be used either to suppress the powers of a magic-user, or as a great magical defense for a more combat-oriented character.
** The ''forceward'' spell acts like ''antimagic field'', but only against magical force effects (including a ''wall of force'', which is otherwise unaffected by the standard ''antimagic field'').
** The Sarkrith {{Lizard Folk}}s from the ''Fiend Folio'' are strongly opposed to any magic. They have not only high spell resistance, but also several very efficient powers against magic-users. The "Spelleater" leaders are healed by magic that fail to affect them and can project a ''[[DispelMagic dispelling ray]]''. The "Thane" warriors can project an ''antimagic field''; this would be disadvantageous if not for the fact they use no spells or magic items themselves.

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* AncestralWeapon: From the ''Book of Exalted Deeds'', the Ancestral Relic feat allows even non-magic users (as long as good-aligned) to enchant an item by sacrificing wealth and praying over it; however said item needs to have belonged to a family member or revered mentor. Not solely apply to weapons, with the exception of the Anointed Knight PrestigeClass, whose ancestral weapon can be further increased in power as they level up through alchemical secrets.



** The Shadow Sun Ninja from the ''Tome of Battle – Book of Nine Sword'' is a PrestigeClass heavily versed in the power of darkness; one of the first power gained is to drain the lifeforce of living beings. They must be non-evil. It is somewhat implied this is a safety measure for members of the class, so that they don't find the darkness ''too'' attractive and get corrupted by it.

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** The Shadow Sun Ninja from the ''Tome of Battle – Book of Nine Sword'' is a PrestigeClass heavily versed in the power of darkness; one of the first power gained is to drain the lifeforce of living beings. They must be non-evil.good-aligned. It is somewhat implied this is a safety measure for members of the class, so that they don't find the darkness ''too'' attractive and get corrupted by it.

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** A few spells work by retaliating against attacks upon the caster:

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** A few spells work by retaliating against attacks (usually upon the caster:caster):


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*** The divine spell ''vengeance halo'' (from the ''Book of Exalted Deed'') creates a HolyHalo above the head of any good-aligned creature. If the subject is slain, the killer is immediately smitten by holy power from the halo.
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** The Bard spell ''empyreal ecstasy'' induce a pleasurable fuguelike state that renders the subjects immune to pain penalties (but not damage) and mind-affecting spells, although it also makes it difficult to concentrate.

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** The Bard spell ''empyreal ecstasy'' induce a pleasurable fuguelike state that renders the subjects immune to pain penalties (but not damage) and mind-affecting spells, although it also makes it difficult to concentrate. The higher-level Cleric spell ''sublime revelry'' gives the same advantages without the negative effects.
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** Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as the ability to magically cure diseases (which are implemented as stat debuffs). Monks also gains an immunity to diseases (though not supernatural ones like Paladins).
** Monks and Druids similarly have class abilities granting immunity to poisons of all kinds (which again are a very common form of stat debuffs).

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** Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as the ability to magically cure diseases (which are implemented as stat debuffs). debuffs), as well as an immunity to fear effects (plus giving allies a bonus against these).
**
Monks also gains gain an immunity to diseases (though not supernatural ones like Paladins).
**
Paladins), and both Monks and Druids similarly have class abilities granting immunity to poisons of all kinds (which again are a very common form of stat debuffs).

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** Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as the ability to magically cure diseases (which are implemented as stat debuffs).

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** Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as the ability to magically cure diseases (which are implemented as stat debuffs). Monks also gains an immunity to diseases (though not supernatural ones like Paladins).
** Monks and Druids similarly have class abilities granting immunity to poisons of all kinds (which again are a very common form of stat debuffs).
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''Dungeons & Dragons (3rd Edition)'' (2000–2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for ''D&D'' 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas -- combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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''Dungeons & Dragons (3rd Edition)'' (2000–2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System MediaNotes/D20System (which was originally created specifically for ''D&D'' 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas -- combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.



3rd Edition also saw owner Creator/WizardsOfTheCoast create the [[https://en.wikipedia.org/wiki/Open_Game_License Open Game License]], a copyright structure permitting third-party game developers to sell derivative game materials using the UsefulNotes/D20System.

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3rd Edition also saw owner Creator/WizardsOfTheCoast create the [[https://en.wikipedia.org/wiki/Open_Game_License Open Game License]], a copyright structure permitting third-party game developers to sell derivative game materials using the UsefulNotes/D20System.
MediaNotes/D20System.



* ''TabletopGame/{{Pathfinder}}'': The Golarion setting and the first four Pathfinder Adventure Paths were originally written for 3.5E under the Open Game License after Wizards took back the ''Magazine/{{Dragon}}'' rights from Creator/PaizoPublishing. Paizo developed and marketed its own 3.5-derived UsefulNotes/D20System ruleset, the ''Pathfinder Roleplaying Game'', beginning with 2009's ''Council of Thieves Adventure Path'', which is compatible with both systems.

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* ''TabletopGame/{{Pathfinder}}'': The Golarion setting and the first four Pathfinder Adventure Paths were originally written for 3.5E under the Open Game License after Wizards took back the ''Magazine/{{Dragon}}'' rights from Creator/PaizoPublishing. Paizo developed and marketed its own 3.5-derived UsefulNotes/D20System MediaNotes/D20System ruleset, the ''Pathfinder Roleplaying Game'', beginning with 2009's ''Council of Thieves Adventure Path'', which is compatible with both systems.
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* CombatClairvoyance: From the ''Planar Handbook'': on the Ever-Changing Chaos of Limbo, the Monastery of Zerth'Ad'lun teaches githzerai monks a {{Supernatural Martial Art|s}} called "zerthi" that allows seeing the immediate future to anticipate an opponent's moves in combat. Non-githzerai can learn zerthi through the Planar Touchstone feat, although they must first prove their prowess in a barehanded duel against one of the monks, and then abide by their grueling schedule training for a week.
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** The ''gloves of arrow catching'' are a magical item granting Snatch Arrows without having to take the feat, but only twice per day.



** ''Complete Arcane'' has a 9th-level wu jen spell called ''Transcend Mortality'', which you're not supposed to use except in desperation. It basically makes the caster NighInvulnerable (and its casting is an immediate action, meaning it can be invoked right before an attack hits) and last for about one combat. However, once it expires, the caster instantly dies and is disintegrated.
** This is the point of the corrupt spells in the ''Book of Vile Darkness'' (and their ''Exalted Deeds'' counterparts, sanctified spells). They are notably more powerful than other spells of their level -- for instance, run-of-the-mill ''Blindness'' is a second-level spell, while ''Seething Eyebane'', a corrupt first-level spell, causes the target's eyes to spew acid and explode -- but there is always a tax, sometimes permanent, on one or more ability scores. The most powerful of these spells is harmful even to prepare and has a very good chance of rendering the caster dead and/or permanently insane [[OmnicidalManiac (if he wasn't already)]].

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** ''Complete Arcane'' has a 9th-level wu jen spell called ''Transcend Mortality'', which you're not supposed to use except in desperation. It basically makes the caster NighInvulnerable (and its casting is an immediate action, meaning it can be invoked right before an attack hits) attack) and last for about one combat. However, once it expires, the caster instantly dies and is disintegrated.
** This is the point of the corrupt Corrupt spells in the ''Book of Vile Darkness'' (and their ''Exalted Deeds'' counterparts, sanctified Sanctified spells). They are notably more powerful than other spells of their level -- for instance, run-of-the-mill ''Blindness'' ''blindness'' is a second-level spell, while ''Seething Eyebane'', ''seething eyebane'', a corrupt Corrupt first-level spell, causes the target's eyes to spew acid and explode -- but there is always a tax, sometimes permanent, on one or more ability scores. The most powerful of these spells is harmful even to prepare and has a very good chance of rendering the caster dead and/or permanently insane [[OmnicidalManiac (if he wasn't already)]].



** From 3.5 edition's ''Tome of Battle: Book of Nine Swords'', the Shadow Sun Ninja PrestigeClass is a class of good-aligned warriors that accept the dark aspect within themselves and not reject it, allowing them to use the power of both sides. The final ability they learn, Balance of Light and Dark, lets their inner darkness run rampant, transforming themselves into a shadow form with a number of special immunities, causes negative energy spells used on them to heal instead of harm them, a bonus to Hide skill checks, and attacks made when in areas of darkness or shadowy illumination. It also grants the Shadow Sun Ninja the option to inflict ''negative levels with no saves allowed'' and heal a small amount of damage with every successful unarmed attack they make.[[note]]Improved Unarmed Strike is a prerequisite feat for the Prestige Class[[/note]] However, for every negative level the Shadow Sun Ninja inflicts this way, they also take a point of Constitution damage once their transformation ends. Low on HitPoints at the end of the shadow form? A character can drop dead from the sudden HP reduction due to CON lost. But wait, it gets worse. Hit 0 CON? The character doesn't even return back to normal, instead dissipating into an inky dark cloud. That starts a 1 to 4-day random time limit to bring the Shadow Sun Ninja back to life, and only the spell ''True Resurrection'' will work. Run out of time [[spoiler:and then the Shadow Sun Ninja's body reforms as an NPC vampire, shifts immediately from whatever good alignment they were straight down to a champion of evil, has all of the Prestige Classes abilities, oh and they don't have the normal vampire's vulnerability to sunlight. Once this occurs, slaying the vampire still won't let the Shadow Sun Ninja be returned to life with any spell. The only way to save them at that point, is for their allies to travel to the Iron City of Dis located in Hell and free their trapped soul being imprisoned there, which will instantly slay their vampire self if it still exists and restore them to life.]]

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** From 3.5 edition's ''Tome of Battle: Book of Nine Swords'', the Shadow Sun Ninja PrestigeClass is a class of good-aligned warriors that accept the dark aspect within themselves and not reject it, allowing them to use the power of both sides. The final ability they learn, Balance of Light and Dark, lets their inner darkness run rampant, transforming themselves into a shadow form with a number of special immunities, causes negative energy spells used on them to heal instead of harm them, a bonus to Hide skill checks, and attacks made when in areas of darkness or shadowy illumination. It also grants the Shadow Sun Ninja the option to inflict ''negative levels with no saves allowed'' and heal a small amount of damage with every successful unarmed attack they make.[[note]]Improved Unarmed Strike is a prerequisite feat for the Prestige Class[[/note]] However, for every negative level the Shadow Sun Ninja inflicts this way, they also take a point of Constitution damage once their transformation ends. Low on HitPoints at the end of the shadow form? A character can drop dead from the sudden HP reduction due to CON lost. But wait, it gets worse. Hit 0 CON? The character doesn't even return back to normal, instead dissipating into an inky dark cloud. That starts a 1 to 4-day random time limit to bring the Shadow Sun Ninja back to life, and only the spell ''True Resurrection'' ''true resurrection'' will work. Run out of time [[spoiler:and then the Shadow Sun Ninja's body reforms as an NPC vampire, shifts immediately from whatever good alignment they were straight down to a champion of evil, has all of the Prestige Classes abilities, oh and they don't have the normal vampire's vulnerability to sunlight. Once this occurs, slaying the vampire still won't let the Shadow Sun Ninja be returned to life with any spell. The only way to save them at that point, is for their allies to travel to the Iron City of Dis located in Hell and free their trapped soul being imprisoned there, which will instantly slay their vampire self if it still exists and restore them to life.]]



* ElvesVersusDwarves: Since both dwarves and elves are standard hero races, they tend to be on decent terms, though usually not seeing eye to eye on much (typically more like eye to groin). The 3rd edition rulebook mentions that while dwarves and elves don't always get along, if one gets attacked the other will be the first to help them, much like brothers.

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* ElvesVersusDwarves: Since both dwarves and elves are standard hero races, they tend to be on decent terms, though usually not seeing eye to eye eye-to-eye on much (typically more like eye to groin).eye-to-groin). The 3rd edition rulebook mentions that while dwarves and elves don't always get along, if one gets attacked the other will be the first to help them, much like brothers.



* IdealizedSex: According to the ''TabletopGame/DungeonsAndDragons'' 3.5 module ''Book of Vile Darkness'', only evil people can have a sadomasochistic sexuality. Also, all sadomasochists have evil superpowers — sexual masochism and sadism ''are'' evil superpowers in this setting, and sexual masochism is defined as being the same thing as the trope CombatSadomasochist.

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* IdealizedSex: According to the ''TabletopGame/DungeonsAndDragons'' 3.5 0 module ''Book of Vile Darkness'', only evil people can have a sadomasochistic sexuality. Also, all sadomasochists have evil superpowers — sexual masochism and sadism ''are'' evil superpowers in this setting, and sexual masochism is defined as being the same thing as the trope CombatSadomasochist.



** A character gain a +4 bonus on Intimidate checks for every size category that he or she is larger than the target.
** The ''towering oak'' ranger spell gives a +10 bonus on Intimidate checks through the power of the forests.

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** A character gain gains a +4 bonus on Intimidate checks for every size category that he or she is larger than the target.
** The ''towering oak'' ranger spell (''Spell Compendium'') gives a +10 bonus on Intimidate checks through the power of the forests.






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* TallIsIntimidating: you gain a +4 bonus on your Intimidate check for every size category that you are larger than your target.

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* TallIsIntimidating: you TallIsIntimidating:
** A character
gain a +4 bonus on your Intimidate check checks for every size category that you are he or she is larger than your target.the target.
** The ''towering oak'' ranger spell gives a +10 bonus on Intimidate checks through the power of the forests.
--->''You loom over others like a mighty tree dwarfs lesser plants.''
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* TallIsIntimidating: you gain a +4 bonus on your Intimidate check for every size category that you are larger than your target.

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** From the ''Oriental Adventure'' sourcebook, the "Passage" weapon property allows a magic blade to slice open a portal to the spirit world. It acts as a ''plane shift'' spell, but the portal stays open 1-4 minutes and any creature can pass through from both directions.

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** From the ''Oriental Adventure'' sourcebook, the "Passage" ''passage'' weapon property allows a magic blade to slice open a portal to the spirit world. It acts as a ''plane shift'' spell, but the portal stays open 1-4 minutes and any creature can pass through from both directions.



** The ''Arms and Equipement Guide'' features an extra (non-magical) property for armors: quick-escape. It doesn't help the quick equipping of the armor, but instead its quick ''removal'' (in cases of emergency where an armor is a bad thing) thanks to a special lock on the shield-side hip, which release makes the whole armor fall away. Putting on a quick-escape armor, on the other hand, takes twice as long as normal (which makes it a primary candidate for the ''called'' magical property).

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** The ''Arms and Equipement Guide'' features an extra (non-magical) property for armors: quick-escape. It doesn't help the quick equipping of the armor, but instead its quick ''removal'' '''removal''' (in cases of emergency where an armor is a bad thing) thanks to a special lock on the shield-side hip, which release makes the whole armor fall away. Putting on a quick-escape armor, on the other hand, takes twice as long as normal (which makes it a primary candidate for the ''called'' magical property).



* LodgedBladeRemoval: This trope is a necessity when struck by a magic weapon with the ''[[https://realmshelps.net/magic/weapon/Fleshgrinding fleshgrinding]]'' property. Such a weapon, if left into the wound, will continue to magically grind into the flesh for 5 rounds. Pulling it out isn't an easy task, however, requiring a difficult Strength check.



** The ''cloud mind'' psionic power (and its multi-target upgrade ''cloud mind, mass'') inflicts this on a creature who fails their save, though unlike the above it has the mind-affecting descriptor (meaning it doesn't work on mindless creatures or those of certain types like undead). Unlike most forms of invisibility, it does ''not'' end when you attack, though the target gets another chance to shake off the effect each time you attack them.

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** The ''cloud mind'' psionic power (and its multi-target upgrade ''cloud mind, mass'') ''mass cloud mind'') inflicts this on a creature who fails their save, though unlike the above it has the mind-affecting descriptor (meaning it doesn't work on mindless creatures or those of certain types like undead). Unlike most forms of invisibility, it does ''not'' end when you attack, though the target gets another chance to shake off the effect each time you attack them.



** "Hostile Mind", a feat from Third Edition's ''Expanded Psionic Handbook'', can inflict damage to anyone trying to use a power from the telepathy discipline on the subject -- even with beneficial or harmless effects.

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** "Hostile Mind", a feat from Third Edition's Mind" (from ''Expanded Psionic Handbook'', Handbook'') and its upgrade "Improved Hostile Mind" (from ''Complete Psionic'') are feats that can inflict damage to anyone trying to use a power from the telepathy discipline on the subject -- even with beneficial or harmless effects.



** Undead that fail their saving throw after being struck with a magic weapon with the Disruption property or killed by the ''disrupting weapon'', ''sunbeam'' or ''sunray'' spells are reduced to dust.

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** Undead that fail their saving throw after being struck with a magic weapon with the Disruption ''disruption'' property or killed by the ''disrupting weapon'', ''sunbeam'' or ''sunray'' spells are reduced to dust.



** Creatures with the [[FromASingleCell Regeneration]] ability treat ''all'' attacks as nonlethal unless they have AntiRegeneration properties, and heal away some of their nonlethal damage each round.[[note]]And before you ask, [[ObviousRulePatch regenerating creatures lose that ability if they're turned into something without a Constitution score]].[[/note]]

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** Creatures with the [[FromASingleCell Regeneration]] ability treat ''all'' attacks as nonlethal unless they have AntiRegeneration properties, and heal away some of their nonlethal damage each round.[[note]]And (And before you ask, [[ObviousRulePatch regenerating creatures lose that ability if they're turned into something without a Constitution score]].[[/note]])
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* ClueOfFewWords: The spell "Contact Other Plane" petitions gods or other eldritch forces for information. However, they only give one-word answers like "Yes", "Maybe", or "Irrelevant", or at most a short phrase.

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* ClueOfFewWords: The spell "Contact Other Plane" ''contact other plane'' petitions gods or other eldritch forces for information. However, they only give one-word answers like "Yes", "Maybe", or "Irrelevant", or at most a short phrase.
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* ClueOfFewWords: The spell "Contact Other Plane" petitions gods or other eldritch forces for information. However, they only give one-word answers like "Yes", "Maybe", or "Irrelevant", or at most a short phrase.
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* BadPowersGoodPeople:
** In the core of 3[[superscript:rd]] edition, only one spell from the Necromancy school is explicitly Evil: ''animate dead''. If you can find a Lawful Good use for ''circle of death'' or ''soul bind'', go right ahead.
** However, a few splatbooks introduced spells that have the Evil descriptor tag, which [[ExactlyWhatItSaysOnTheTin makes casting them an inherently evil action.]] Of course, depending on what else you do that still might not be enough to drop you ''all'' the way to the deep end of the alignment pool -- there were canonically Neutral characters who explicitly were in the habit of casting specific evil spells on a relatively regular basis.
** Among the gods in the core 3.5 players handbook is Wee Jas, Goddess of Death and Magic. She is LawfulNeutral. That's right, the goddess of necromancy is not explicitly evil, and it's within the rules to have a LawfulGood cleric with the Death domain. Plus, a LawfulNeutral goddess of death wouldn't consider necromancy necessarily evil, and wouldn't find her clerics casting "evil" spells a deal-breaker anyway since she accepts both good and evil followers.
** The Malconvoker prestige class summons evil outsiders to fight against evil; one of the requirements is a non-evil alignment.
** The supplement ''Lords of Madness'' includes the Fleshwarper class, which is based around turning yourself into a [[HumanoidAbomination Humanoid]] (or not so humanoid) [[HumanoidAbomination Abomination]] through grafts. The class's only alignment restriction is that you cannot be Lawful, so there can be as many good ones as evil.
** The same book also includes a race of [[EldritchAbomination Aberrations]] that can split into a swarm and have a MadScientist feel but are generally good enough folk.
** The Ardent class gains its power from various "mantles" that represent metaphysical ideas. Several of the mantles listed are clearly malevolent in feel: Corruption and Madness, Consumption, Conflict, Death, Destruction, Pain and Suffering, or just flat-out Evil. Despite this, mantles do not have an alignment requirement, and it's specifically called out that Ardents can draw power from all these mantles (even Evil!) and still be good. After all, Ardents are meant to be philosophers, and it's quite reasonable for a philosopher to be fascinated by the nature of pain and death without believing that pain and death are good. In fact, the book throws out the idea that an Ardent could use both Good ''[[YinYangBomb and]]'' Evil mantles while being neither (there would be little in-game reason to do this, though), as a way of understanding both parts more effectively.
** The supplement ''Libris Mortis'' is all about undead, not all of which are necessarily evil. It also adds a deity called "[[ExactlyWhatItSaysOnTheTin The Eternal Lover]]", a minor TrueNeutral god dedicated to ThePowerOfLove and [[{{Necromantic}} helping lovers stay together even after death]].
** The Warlock class in 3[[superscript:rd]] edition specifically must be either chaotic or evil to gain their powers. It's a safe bet that most Warlock players chose to be ChaoticGood. And, due to an oversight, it's actually possible for a Warlock to be LawfulGood. Wizards of the Coast realized this late in 3[[superscript:rd]] Edition's lifespan and created a prestige class where the sample NPC is a LawfulGood Warlock.
** The 3.5 Shadowcaster class is described as dealing with dark powers ([[DarkIsEvil "magic often associated with evil"]]) and living with a skewed, alien perspective of the world to master their branch of magic, resulting in good shadowcasters being exceedingly rare. However, the key word there is ''rare'' -- they explicitly ''can'' be of any alignment, and indeed there are no mechanical limitations indicated on alignment for them.
** Hailing from the same book as the Shadowcaster, the Binder is a WillingChanneler who calls upon the long-dead spirits of beings trapped beyond the reach of the world and makes pacts with them. Notable vestiges include demons, undead, and deceased gods of evil (and one of them, Tenebrous, is technically all three), and most of them did at least some kind of terrible thing in life. Many of their powers are also somewhat malevolent-looking, such as summoning shadow, calling forth beings from the Far Realm, growing long black talons, a poisonous bite, terrifying others, or forcing enemies to attack each other. Despite this, no vestiges have any kind of alignment requirement; a Binder can be Lawful Good and utilize all of the above without any compunction.
** The Shadow Sun Ninja from the ''Tome of Battle – Book of Nine Sword'' is a PrestigeClass heavily versed in the power of darkness; one of the first power gained is to drain the lifeforce of living beings. They must be non-evil. It is somewhat implied this is a safety measure for members of the class, so that they don't find the darkness ''too'' attractive and get corrupted by it.


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* DangerousForbiddenTechnique:
** ''Complete Arcane'' has a 9th-level wu jen spell called ''Transcend Mortality'', which you're not supposed to use except in desperation. It basically makes the caster NighInvulnerable (and its casting is an immediate action, meaning it can be invoked right before an attack hits) and last for about one combat. However, once it expires, the caster instantly dies and is disintegrated.
** This is the point of the corrupt spells in the ''Book of Vile Darkness'' (and their ''Exalted Deeds'' counterparts, sanctified spells). They are notably more powerful than other spells of their level -- for instance, run-of-the-mill ''Blindness'' is a second-level spell, while ''Seething Eyebane'', a corrupt first-level spell, causes the target's eyes to spew acid and explode -- but there is always a tax, sometimes permanent, on one or more ability scores. The most powerful of these spells is harmful even to prepare and has a very good chance of rendering the caster dead and/or permanently insane [[OmnicidalManiac (if he wasn't already)]].
** Something else mentioned in the ''Book of Vile Darkness'' is the ArtifactOfDoom called the [[NamesToRunAwayFromReallyFast Death Rock]]. Artifacts are always dangerous, but this one is worse than most; its history does say that its owners tend to obtain great power and are able to conquer empires, but tend to lose the power at the worst possible time, and are usually overthrown in violent insurrections by their enemies. Here's how the Rock works: It gives the user incredible dark powers of [[{{Necromancer}} necromancy]], giving him the potential to raise vast undead armies. But it has a terrible cost; once a week, it demands the user slay his closest friend or loved one, and claim him or her as a zombie slave. If he is unwilling or unable to do so, the Rock and all powers associated with it vanish. Clearly, all former users never realize that if you are willing to do this, you're going to run out of friends and loved ones ''very'' quickly (a lot of them will likely stop being your friends before you can use them as the required sacrifices) and be unable to make any new ones; on the other hand, you'll probably make hated enemies ''very'' fast...
** From 3.5 edition's ''Tome of Battle: Book of Nine Swords'', the Shadow Sun Ninja PrestigeClass is a class of good-aligned warriors that accept the dark aspect within themselves and not reject it, allowing them to use the power of both sides. The final ability they learn, Balance of Light and Dark, lets their inner darkness run rampant, transforming themselves into a shadow form with a number of special immunities, causes negative energy spells used on them to heal instead of harm them, a bonus to Hide skill checks, and attacks made when in areas of darkness or shadowy illumination. It also grants the Shadow Sun Ninja the option to inflict ''negative levels with no saves allowed'' and heal a small amount of damage with every successful unarmed attack they make.[[note]]Improved Unarmed Strike is a prerequisite feat for the Prestige Class[[/note]] However, for every negative level the Shadow Sun Ninja inflicts this way, they also take a point of Constitution damage once their transformation ends. Low on HitPoints at the end of the shadow form? A character can drop dead from the sudden HP reduction due to CON lost. But wait, it gets worse. Hit 0 CON? The character doesn't even return back to normal, instead dissipating into an inky dark cloud. That starts a 1 to 4-day random time limit to bring the Shadow Sun Ninja back to life, and only the spell ''True Resurrection'' will work. Run out of time [[spoiler:and then the Shadow Sun Ninja's body reforms as an NPC vampire, shifts immediately from whatever good alignment they were straight down to a champion of evil, has all of the Prestige Classes abilities, oh and they don't have the normal vampire's vulnerability to sunlight. Once this occurs, slaying the vampire still won't let the Shadow Sun Ninja be returned to life with any spell. The only way to save them at that point, is for their allies to travel to the Iron City of Dis located in Hell and free their trapped soul being imprisoned there, which will instantly slay their vampire self if it still exists and restore them to life.]]


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* YinYangBomb: The Shadow Sun Ninja PrestigeClass. The requirement of the class is a good alignment, despite most of the powers being rather dark in nature, or mixing light/darkness (and hot/cold) for both healing and hurting. This is probably a necessity to not give in too much to the dark side, a definite risk with the peak abilities of the class.
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Crosswicking.

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** The ''Exemplars of Evil'' sourcebook offers the "Feign Death" alternate class feature for monks, rogues or rangers. It puts the subject into a catatonic state similar to death, where he or she no longer feel anything, including pain. The sole little drawback is that one can no longer move at the same time.
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* WantsAPrizeForBasicDecency: {{Discussed}} in the ''Book of Exalted Deeds''. One of the introductory passages talks about what it is like to be truly "[[CharacterAlignment Good]]", noting that one who cites all the evil things they have '''not''' done is at best Neutral rather than an active force of Good.

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* AnswerToPrayers: In all editions, clerics are described as preparing their spells for the day by praying for them to their PatronGod. Depending on how fleshed-out the setting is, things may be more specific: the ''TabletopGame/ForgottenRealms'' book ''Faiths & Pantheons'' for ''TabletopGame/DungeonsAndDragonsThirdEdition'' specified particular times of day that a cleric of a particular deity should pray for spells, and sometimes particular rituals they should perform.

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* AnswerToPrayers: In all editions, clerics are described as preparing their spells for the day by praying for them to their PatronGod. Depending on how fleshed-out the setting is, things may be more specific: the ''TabletopGame/ForgottenRealms'' book ''Faiths & Pantheons'' for ''TabletopGame/DungeonsAndDragonsThirdEdition'' specified 3rd Edition specifies particular times of day that a cleric of a particular deity should pray for spells, and sometimes particular rituals they should perform.


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* FightingFingerprint:
** The ''Tome of Battle – Book of Nine Swords'' features new SupernaturalMartialArts divided in nine disciplines. Along with them is introduced a new skill, Martial Lore, working similarly to the older Spellcraft and Psicraft skills, allowing to identify through observation the maneuvers used and/or disciplines known by a martial adept.
** The ''[[https://web.archive.org/web/20150911022742/https://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a mirror move]]'' arcane spell allows the caster to mimic the uses of some feats (mostly martial-oriented) than she's seen in use recently. The spell description points out that it isn't just the feat's advantage that is gained, but also the specific style of the character emulated, and that it can be recognized by someone familiar with it on a successful spot check.

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Crosswicking.


* AntiGrinding: The amount of XP you get from a given monster shrinks as you level up, and is cut off to nothing when you are more than eight levels above a monster's challenge level. [=DMs=] usually scale the monsters they use to the party's level anyway.



* BeatThemAtTheirOwnElement: From 3rd edition: Searing Spell is a feat you can apply to Fire spells to make them ignore Fire resistance, and partially BYPASS FIRE IMMUNITY! It burns so hot it can burn things that can't be burned!

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* BeatThemAtTheirOwnElement: From 3rd edition: Searing Spell is a feat you can apply to Fire [Fire] spells to make them ignore Fire fire resistance, and partially BYPASS FIRE IMMUNITY! bypass fire immunity! It burns so hot it can burn things that can't be burned!



* {{BFS}}: Weapon size rules changed between 3.0 and 3.5 - the former giving weapons a size of their own, and the latter sizing them based on the wielder but with light[=/=]one-handed[=/=]two-handed subdivisions.

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* {{BFS}}: Weapon size rules changed between 3.0 and 3.5 - -- the former giving weapons a size of their own, and the latter sizing them based on the wielder but with light[=/=]one-handed[=/=]two-handed subdivisions.



* CanonDiscontinuity: The 3.0 ''Psionics Handbook'' included a number of strange and awkward mechanics, including "psionic combat modes" and tying each discipline to a different ability score. Its much better-received 3.5 replacement ''Expanded Psionics Handbook'' not only updates but completely overhauls the psionics system to have a ''different'' set of special mechanics, to the point where much of the supplemental material for 3.0 psionics cannot be directly converted.
* CastFromExperiencePoints: In 3rd and 3.5 editions, crafting magical items cost XP for the maker, in addition to stiff cost in gold. Many powerful spells are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle''). Not only this dissuades players to cast them too often if they want to progress in their class, but it introduces an additional limitation: the rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells cannot be cast at all if a character can't invest enough XP.

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* CanonDiscontinuity: The 3.0 ''Psionics Handbook'' included a number of strange and awkward mechanics, including "psionic combat modes" and tying each discipline to a different ability score. Its much better-received 3.5 replacement replacement, ''Expanded Psionics Handbook'' Handbook'', not only updates but completely overhauls the psionics system to have a ''different'' set of special mechanics, to the point where much of the supplemental material for 3.0 psionics cannot be directly converted.
* CastFromExperiencePoints: In 3rd and 3.5 editions, crafting magical items cost XP for the maker, in addition to a stiff cost in gold. Many powerful spells are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle''). Not only this dissuades players to cast them too often if they want to progress in their class, but it introduces an additional limitation: the rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells cannot be cast at all if a character can't invest enough XP.



* DarkWorld: The Plane of Shadow, which is a shadowy copy of the material plane like a photo-negative.

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* %%* DarkWorld: The Plane of Shadow, which is a shadowy copy of the material plane like a photo-negative.%% Not specific to 3E

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** In 3.0, some psionic abilities function only while the character has a minimum number of [[{{Mana}} power points]] remaining. In 3.5 these abilities instead function only while the character is maintaining "psionic focus" (a type of [[ChargedAttack psychic charge]] which can be built up, then expended for certain benefits); however, a character cannot retain psionic focus while their power point reserve is completely empty.



** In 3.0, some psionic abilities function only while the character has a minimum number of [[{{Mana}} power points]] remaining. In 3.5 these abilities instead function only while the character is maintaining "psionic focus" (a type of [[ChargedAttack psychic charge]] which can be built up, then expended for certain benefits); however, a character cannot retain psionic focus while their power point reserve is completely empty.
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** The Jaunter PrestigeClass grants a number of "Travel Power" daily uses, and a +1 bonus to armor class -- but the latter only as long as they have one remaining Travel Power use.
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* PsychicAssistedSuicide:
** Generally averted with most forms of mind-control, with which obviously self-destructive orders won't be followed. And even if never instructed to, dominated characters will still fulfill their basic survival needs, like eating or sleeping. It is still quite possible to cause harm indirectly, though, for example by forcing them to attack dangerous monsters.
** The ''suggestion'' spell states that the command has to be "reasonable". No telling them to impale themselves on a spear or anything like that, but you could suggest that a pool of acid is nice refreshing water and they could use a bath right now (this is, in fact, the example the game itself gives).
** The Bard spell ''puppeteer'' (from the ''Spell Compendium'') force the victim to mimic whatever the caster is doing. This can include suicidal actions, although those grants a new saving throw.
** The spell ''black karma curse'' (from ''Player's Handbook II'') compels the target to hit itself with its most damaging attack, but just once.
** A power in the ''Psionic Handbook'' is called ''death urge''. As the name implies, it activates a latent suicidal impulse, causing the victim to immediately turn their weapons upon themselves. [[http://www.giantitp.com/forums/showthread.php?p=6968457#post6968457 This Play-by-Post]] deserves mention, if only for the sheer levels of [[ThereIsNoKillLikeOverkill Overkill]] involved [[labelnote:explanation]]Because the attack(s) from ''death urge'' is an automatic critical hit and the opponent has an ability that grants him an extra attack upon scoring a critical hit, he is forced to continue attacking until he runs out of ammo[[/labelnote]].
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** The Mage Slayer feat is a strong weapon against spellcasters, but also cause a stiff reduction to caster level, meaning it is mostly favored by non-magic-users.

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The glamer subschool isn't mind-affecting (that's phantasms), it means an illusion which alters something rather than creating something. Image spells are in the figment subschool. Mindless creatures don't have any innate ability to see though illusions (except phantasms).


** Apart from ''psionic'' invisibility, which is, obviously, a JediMindTrick, regular ''invisibility'' is an illusion spell, so it affects the visual perception of the observers so they won't see the invisible target. That's why most ''invisibility'' spells are immediately ended if the subject attack anybody since that is much harder to ignore. Third edition spells this out even more clearly: some forms of invisibility are glamers (mind-affecting tricks), while others are images (visual illusions). It's important because of the wide range of enemies, some of whom (zombies and giant ants, for example) have no mind to affect.
** Undead are among the creatures immune to standard mind-affecting magic, but in turn spells specialized against them for this purpose do exist -- especially ''hide from undead'' which affects absolutely all of their mystical senses. Some other spells (such as ''shroud of undeath'' or ''undead mask'') don't make one invisible to undead, but instead [[PretendWereDead make the subjects appear as other undead]] rather than living beings, which generally mean they will be ignored. In both cases, actually attacking an undead will usually end the effect, as with regular ''invisibility''.

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** Apart from ''psionic'' invisibility, which is, obviously, a JediMindTrick, regular ''invisibility'' is an illusion spell, so it affects the visual perception of the observers so they won't see the invisible target. That's why most ''invisibility'' The spells are immediately ended if the subject attack anybody since that is much harder to ignore. Third edition spells this out even more clearly: some forms of invisibility are glamers (mind-affecting tricks), while others are images (visual illusions). It's important because of the wide range of enemies, some of whom (zombies ''hide from animals'' and giant ants, for example) have no mind to affect.
** Undead are among the creatures immune to standard mind-affecting magic, but in turn spells specialized against them for this purpose do exist -- especially
''hide from undead'' which affects absolutely all make creatures of their mystical the relevant type unable to detect you or your allies by any means, even via TrueSight and other special senses. Some other However, the entire veil is lifted if anyone touches or attacks the observers, and sentient undead have a chance of seeing through it. Both spells (such are classified as Abjuration, rather than Illusion like ''invisibility'' and similar spells.
** The ''cloud mind'' psionic power (and its multi-target upgrade ''cloud mind, mass'') inflicts this on a creature who fails their save, though unlike the above it has the mind-affecting descriptor (meaning it doesn't work on mindless creatures or those of certain types like undead). Unlike most forms of invisibility, it does ''not'' end when you attack, though the target gets another chance to shake off the effect each time you attack them.
** The
''shroud of undeath'' or spell and its higher-level counterpart ''undead mask'') don't make one invisible to undead, but instead mask'' temporarily grant a creature some of the properties of undeath, which has the side effect that [[PretendWereDead make the subjects appear mindless undead do not perceive them as other undead]] rather than living beings, which generally mean they will be ignored. In both cases, actually attacking an enemy]]. ''Shroud of undeath'' ends if you attack an undead will usually end the effect, as with regular ''invisibility''.creature while under its effect.

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