SPECIAL ABILITIES
Medusas, dryads, harpies, and other magical creatures can create
magical effects without being spellcasters. Characters using magic
wands, rods, and other enchanted items, as well as certain class
features, can also create magical effects. These effects come in two
types: spell-like and supernatural. Additionally, members of certain
classes and certain creatures can use special abilities that aren’t
magical. These abilities are called extraordinary or natural.
Spell-Like Abilities: A dryad’s charm person effect and the greater
teleport ability of many devils are spell-like abilities Usually, a spell-
like ability works just like the spell of that name. A few spell-like
abilities are unique; these are explained in the text where they are
described.
A spell-like ability has no verbal, somatic, or material component,
nor does it require a focus or have an XP cost. The user activates it
mentally. Armor never affects a spell-like ability’s use, even if the
ability resembles an arcane spell with a somatic component. A spell-
like ability has a casting time of 1 standard action unless noted
otherwise in the ability or spell description. In all other ways, a spell-
like ability functions just like a spell.
Spell-like abilities are subject to spell resistance and to being dis-
pelled by dispel magic. They do not function in areas where magic is
suppressed or negated, such as an antimagic field. Spell-like abilities
cannot be used to counterspell, nor can they be counterspelled.
Some creatures are actually sorcerers of a sort. They cast arcane
spells as sorcerers do, using components when required. In fact, an
individual creature (such as some dragons) could have some spell-
like abilities and also cast other spells as a sorcerer.
Supernatural Abilities: A dragon’s fiery breath, a medusa’s pet-
rifying gaze, a spectre’s energy drain, and a cleric’s use of positive or
negative energy to turn or rebuke undead are supernatural abilities
These abilities cannot be disrupted in combat, as spells can, and they
generally do not provoke attacks of opportunity. Supernatural
abilities are not subject to spell resistance, counterspells, or to being
dispelled by dispel magic, and do not function in areas where magic is
suppressed or negated (such as an antimagic field).
Extraordinary Abilities: A rogue’s evasion ability and a troll’s
ability to regenerate are extraordinary abilities. These abilities
cannot be disrupted in combat, as spells can, and they generally do
not provoke attacks of opportunity. Effects or areas that negate or
disrupt magic have no effect on extraordinary abilities. They are not
subject to dispelling, and they function normally in an antimagic
field. Indeed, extraordinary abilities do not qualify as magical,
though they may break the laws of physics.
Natural Abilities: This category includes abilities a creature has
because of its physical nature, such as a bird’s ability to fly. Natural
abilities are those not otherwise designated as extraordinary,
supernatural, or spell-like.