Intro[]
This blog will cover D&D's tiering and a few more terms. Consider a WIP for the time being.
Cosmology[]
The planes of existence are universes/realities with their own natural laws and interwoven connections:
Material Plane[]
The Material Plane is the traditional fantasy world where the basic laws of physics work like the players expect them to. It houses the universe and all of its parallels:
There is an infinite number of Material Planes:
Transitive Planes[]
Shadow Plane[]
The Plane of Shadow co-exists with the Material Plane, and is a result of the interaction of that plane and the Positive and Negative Material Planes:
It is extensive enough to connect through the Prime Material Plane and its alternates:
It overlaps the Material Plane much as the Ethereal Plane does:
Ethereal Plane[]
The Ethereal Plane is a misty, fog-bound dimension that is coexistent with the Material Plane and often other planes as well. It is the plane of ghosts:
There are as much Ethereal Planes as Material Planes:
It surrounds, touches and permeates all of the Inner Planes and the endless parallel worlds of the universe without being a part of them:
Astral Plane[]
The Astral Plane is the plane between the planes. It is where you are when you aren't anywhere else.
This plane radiates from the Prime Material to a non-space where endless vortices spiral to the parallel Prime Material Planes, and to the Outer Planes as well:
The Astral Plane is omnipresent, it connects everywhere, permeating through all known planes of existence:
Its is the realm of thought and dream:
Inner Planes[]
The Inner Planes consist of four Elemental Planes (Earth, Air, Fire, and Water) and two Energy Planes (Positive, the moving spirit of all life, and Negative, the force of decay and entropy). They are all of infinite size.
Elemental Plane of Air[]
The Elemental Plane of Air is an empty plane, consisting of sky above and sky below. Clouds billow up in bank after bank, swelling into grand thunderheads and dissipating into wisps like cotton candy. It is the most comfortable and survivable of the Inner Planes, and it is the home of all manner of airborne creatures:
Elemental Plane of Earth[]
The Elemental Plane of Earth is a solid place made of rock, soil, and stone:
Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal:
Elemental Plane of Fire[]
Everything is alight on the Elemental Plane of Fire. It is a crematorium for the unprepared traveler and an uncomfortable spot even for the dedicated adventurer. Fire survives here without need for fuel or air to bum:
Elemental Plane of Water[]
The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium:
Negative Energy Plane[]
The Negative Energy Plane is a barren, empty place, a void without end, and a place of empty, endless night. It is a needy, greedy plane, sucking the life out of anything that is vulnerable. It is the most hostile of the Inner Planes, and the most uncaring and intolerant of life:
The Negative Energy Plane is a hospitable home for the undead, especially undead that drain life energies from their opponents:
In some locations on the Negative Energy Plane, the collapsing intensity of the plane is so great that the negative energy folds in on itself, stabilizing into solid chunks of utterly black matter that instantly destroys targets upon contact, akin to the Sphere of Annihilation:
Positive Energy Plane[]
The Positive Energy Plane is a continual furnace of creation, a domain of brilliance beyond the ability of monal eyes to comprehend. Its very being wavers and ripples as new matter and energy is born and swells to full power like a bursting fruit. It is a vibrant plane, so alive with itself that travelers themselves are empowered by visiting it:
Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is forcefed into them, until they eventually immolate as a small planet caught at the edge of a supernova:
Outer Planes[]
Outer Planes are best known as the homes of deities. Gods may live elsewhere, but they thrive on the Outer Planes. Other creatures inhabit the Outer Planes too, some that are the servants of deities and others that fiercely guard their independence. The Outer Planes are all infinite in size, and in the same way the Material Plane is. The concept of distance is also meaningless here.
Abyss[]
Abyss is the home of demons, creatures devoted to death and destruction. Demon lords and deities also inhabit this place:
It has an infinite number of layers:
Each layer is its own reality:
Nine Hells of Baator[]
It is the home of devils. It is the ultimate plane of law and evil, the epitome of premeditated, crafted cruelty:
As its name implies, it contains nine layers, and all of them are infinite:
Seven Mounting Heavens of Celestia[]
The Seven Mounting Heavens are the planar home for mortal souls of kindness and empathy for their fellow creatures. It is the land of splendor, where ultimate goodness is realized:
As its name implies, it has seven layers:
Each layer is infinite, but here is the catch: each layer is but a portion of the higher layer, each bigger than the last
Higher Dimensions[]
There is a sixth and a seventh dimensional plane:
According to the Immortals' math, there is an infinite hierarchy of higher dimensions:
The Old Ones perceive the infinite higher dimensions as just a figment of their imagination, or a dream. They are as powerful as literal DMs:
Far Realm[]
The Far Realm is beyond the know multiverse, and it might be its own multiverse:
The entities that abide in the Far Realm are too alien for a normal mind to accept without damage. The Far Realm is also implied to be a realm of nothingness:
In the Far Realm, the rules of dimensionality hold no meaning:
It is outside time and beyond geometry:
It is beyond all concepts:
The Plane of Dreams[]
The Plane of Dreams is a vast repository where dreams go when they are dreamt, a realm formed by millions of creative minds over the past ages of the world:
Everything that is native to this plane is made of dreams:
Magic and the Weave[]
All of existence is infused with magical power, and potential energy lies untapped in every rock, every stream, every living creature, even the air itself:
All known worlds and planes swarm with the ever-present magic. Large and small, free-flowing or bound by physical barriers or magical effects, these surges and dissipations of magical energy give light, life, and movement to everything:
Mortals cannot directly shape raw magic. Instead, most who wield magic use the Weave, which is the manifestation of raw magic, a kind of interface between the will of the spellcaster and the stuff of raw magic:
The Weave is also the body of Mystra, the goddess of magic:
Terminology[]
Demons[]
Demons were the most widespread type of fiends. They were chaotic evil by nature, and were native to the Abyss. Their abilities include:
- Regeneration (Low-Godly) & Immortality (Types 1 & 8. Demons do not grow old, and they do not die of anything remotely resembling natural causes. No matter what happens to the demon’s body, if it is killed outside the Abyss, its “essence” falls back into the raw chaos of the Abyss, where it is then reformed again)
- Madness Manipulation (A demon's mere presence is enough to drive other creatures to madness)
- Possession (If slain, demons can act as disimbodied souls to possess others)
- Chaos Manipulation (Demons are born of the raw essence of chaos, and their wide range of features and powers reflects this chaos)
- Intangibility (The inherent chaotic nature of demons allows them to phase out of the material world)
- Power Absorption (Can absorb magic to fuel its powers)
- Darkness Manipulation (Demons can create darkness, so they frequently blanket their enemies with it before joining battle)
- Teleportation (All demons can use Teleportation)
- Portal Creation (All demons can use Gate)
- Dimensional Travel (Demons can travel from one plane to another)
- Abstract Existence (As outsiders, are merely an illusion of flesh applied to an abstract thought, being in fact magical expressions of universal concepts)
- BFR (Anything that a demon eats is sent into the Abyss)
- Memory Manipulation & Fear Manipulation (The blood of a demon is a black abyssal goo that, when coming in contact with living creatures, attach onto the host and induce paralyzing fear, as well as wipe clean short term memory for an unspecified amount of time)
- Corruption (Type 2. Interaction with demonkind corrupts the flesh and rends the soul, leaving one damned in their presence)
- Blood Manipulation (The presence of demons causes blood to spontaneously appear)
- Spatial Manipulation (A demon's presence can cause buildings to appear larger than what they really are and create labyrinth mazes)
- Weather Manipulation & Earthquake Manipulation (A demon's presence causes inexplicable weather or other seemingly unnatural disturbances, such as snow in summer and earthquakes in areas not known for such disturbances)
- Power Modification (Demons cause magical powers to become slightly modified in their presence, giving them a sickly, corrupted look)
- Death Manipulation (Plants and animals dies for inexplicable reasons when in a presence of a demon. Can kill with their gaze alone)
- Mind Manipulation & Disease Manipulation (Passively causes lawful or good characters to become paranoid, distracted, or even inexplicably ill)
- Animal Manipulation & Biological Manipulation & Empathic Manipulation (Animals in the presence of a demon become feral, primal beings, potentially even turning into dire versions of themselves, being physically enhanced and corrupted by the Abyss)
- Sense Manipulation & Memory Manipulation (Demons can wrest mental control and physical control from their possessors, and taking over their senses and memories)
- Statistics Reduction (Can induce curse with a touch, bestowing massively reduced statistics whilst it is active
- Telepathy (Shown here)
- Sleep Manipulation (Can induce sleep with a touch)
- Acid Manipulation (Can release an acidic cloud)
- Poison Manipulation (Via Quasit Poison)
- Illusion Creation (Can disguise themselves through illusions or create self-sustained illusions complete with functioning sound)
- Soul Manipulation (Can devour the body and soul)
- Astral Projection (Can freely project onto the Astral Plane)
- Durability Negation (Possess the ability to shred enemy armor, including natural protections)
- Time Manipulation (Can slow an individual's time)
Demon Lords[]
Demon lords, also known as Abyssal lords, were archfiends who gained great power and established a position of preeminence among demonkind. Over millennia, these demons had amassed tremendous power and authority over their domain.
- Most demon lords have complete control of at least one Abyss layer. (Low 2-C)
- Lolth was capable of crunching her abyss layer and removing it from the Abyss. (Low 2-C)
- Demogorgon shook two infinite realms. (2-C)
- Graz'zt has control over three layers of the Abyss. (2-C)
Their abilities include:
- All previous demon abilities.
- Avatar Creation (Demon Lords can create avatars to carry out their missions and enforce their will)
- Immortality (Type 8. Demon Lords will always be spontaneously reformed by the Abyss itself)
- Fusionism & Biological Manipulation (The visitation of a demon lord can cause creatures to fuse to one another, generating entirely new lifeform across a plane of existence)
Dragons[]
Dragons (or wyrms) were very powerful magical creatures and an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales. There were several types of dragons, the most common of which were chromatic and metallic, which were evil and good respectively. Standard dragon abilities include:
- Longevity (Dragons have life spans that stretch over thousands of years)
- Natural Weaponry (Claws, teeth, wings, and tail)
- Enhanced Senses (All dragons see equally well in daylight or darkness via infravision. They have excellent sight, smell, and hearing. Because of these keen senses, all dragons are able to detect hidden, invisible, or completely obscure creatures. a dragon can sense everything in its immediate vicinity, even with its eyes closed, when shrouded in magical darkness, or when swathed in impenetrable fog. They have outstanding peripheral vision as well. Dragons can perceive motion and detail at least twice as well as a human in daylight, and their eyes adapt quickly to harsh light and glare. A dragon can stare at the sun on a clear summer day and suffer no loss of vision)
- Large Size (Type 1. Adult dragons stretch over a hundred feet long, and ancient ones have no known limit to their size)
- Accelerated Development (Passive. A dragon's armor class and resistance to magic increases as it gets older)
- Telepathy (Dragons are able to communicate telepathically with any intelligent creature)
- Flight (Despite their large size, dragons are graceful and competent fliers)
- Fear Manipulation (The mere appearance of a dragon can induce panic or fear. The mere sight of a young adult or older dragon causes creatures to automatically flee in panic)
- Petrification (Creatures that aren't automatically panicked by them gets petrified instead)
- Damage Reduction (All dragons have damage reduction)
- Self-Soul Manipulation (A dragon can simply will its spirit to depart. Upon doing so, the dragon dies, and its spirit is released into the hereafter)
- Preparation & Immortality (Type 6. Via Dracolichdom)
- Acrobatics (Many dragons have perfected some acrobatic tricks to help them maneuver their flight in tight spaces)
- Breath Attack & Energy Projection (Shown here)
- Invulnerability (Dragons possess a supernatural resistance to physical attacks, rendering them invulnerable)
- Reality Warping, BFR & Summoning (The death of a dragon can create supernatural effects- most notable within dragon graveyards, such places can simply suck in travelers and send them to other planes of existence, or summon elementals from the energy of the dragons)
- Reactive Evolution (Dragons develop magical abilities based on the stimuli of their surroundings- such as dragons living in darker terrain being able to cast darkness at will)
Devils[]
Devils were a lawful evil race of fiends who hailed from the Nine Hells of Baator. They personify tyranny, with a totalitarian society dedicated to the domination of mortal life. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Their abilities include:
General[]
- Abstract Existence (As outsiders, devils are merely an illusion of flesh applied to an abstract thought)
- Immortality (Types 1 & 8. They are immortal and ageless. If a devil dies outside the Nine Hells, its body will be dissipated and reformed there)
- Non-Physical Interaction (Can interact with souls and other outsiders, such as demons)
- Social Influencing, Corruption & Madness Manipulation (Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. They use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. All devils can use Suggestion)
- Portal Creation (Can travel to other planes of existence through portals)
- Limited Soul Manipulation & BFR (Any creature that breaks a devil's contract instantly forfeits its soul, which is spirited away to the Nine Hells. And only an intervention from a god can release a soul after a devil claimed it)
- Power Bestowal (Can promote certain beings or devils to a higher level in the hierarchy of devils)
- Power Nullification (Can demote devils to lesser levels in the hierarchy of devils)
- Memory Manipulation (The demotion of a devil wipes out its memories)
- Fear Manipulation (All devils are surrounded by an aura of fear, which they use to break up powerful groups and defeat opponents piecemeal)
- Illusion Creation (A devil's favorite trick to use illusionary reinforcements. Enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray)
- Empathic Manipulation (All devils can use Charm Person)
- Enhanced Senses (Can see in the darkness, even that created by a Greater Darkness spell. All devils have Infravision)
- Teleportation (All devils can teleport with no error)
- Information Analysis (Can know the alignment of a being)
- Necromancy (Can turn corpses into undead skeletons or zombies)
- Telepathy (Can communicate with any creature through telepathy)
- Empowerment (Devils from the Nine Hells are empowered by the souls they collect)
- Summoning (Devils are able to summon others of their kind)
Archdevils[]
The archdevils were unique devils and the most powerful of them all. The most powerful archdevils were the Lords of the Nine. Other archdevils were dukes, ruling portions of a layer, generals, or bureaucrats of various sorts. The power of an archdevil is comparable to that of a deity. Their abilities include:
- All previous devil abilities
- Avatar Creation (Can create aspects/avatars to act on its behalf)
Angels[]
Angels are celestial agents sent forth into the planes to further their god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Before the beginning itself and even Time, angels fought against infinite hordes of demons. Their abilities include:
General[]
- Abstract Existence (As outsiders, angels are merely an illusion of flesh applied to an abstract thought)
- Immortality (Type 1. Angels predate time)
- Self-Sustenance (Types 2 & 3. An angel doesn't require food, drink, or sleep)
- Invulnerability (Via Protective Aura)
Devas[]
- All general angel abilities
- Damage Reduction Negation (An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction)
- Fire Manipulation (Can cause a flame spring forth from an object it touches)
- Extrasensory Perception (Can sense the presence of evilness. Can know if a subject is lying or not. Can see invisible beings)
- Holy Manipulation, BFR & Evil Negation(Dispel Evil covers the user with a holy aura and their next melee attack on a evil creature will banish them to their home plane. In addition, with a touch the user can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell)
- Holy Aura & Light Manipulation (Holy Aura covers the suer with an aura that grants them resistance against attacks from evil creatures. And if a evil creature attacks the user, those offenders become blinded)
- Sense Manipulation, Paralysis Inducement & Death Manipulation (Via Holy Word against non-good creatures)
- Invisibility (Shown here)
- Dimensional Travel & BFR (Plane Shift can move the user or a target to another plane of existence or alternate dimension)
- Transmutation (Via Polymorph)
- Curse Negation (Remove Curse instantaneously removes all curses on an object or a creature)
- Disease Negation (Via Remove Disease)
- Fear Negation (Via Remove Fear)
- Healing (Cure Light Wounds can heal creatures upon touching them)
- Stun Inducement (If a deva strikes an opponent twice with its mace, the target will be stunned)
Planetar[]
Solar[]
A solar is godlike in its glory and power. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Their abilities include:
- All general angel abilities
- Damage Reduction Negation (A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction)
- Extrasensory Perception (A solar knows if it hears a lie. Can sense the presence of evilness. Can see invisible beings)
- Life Manipulation (Can imbue objects with mobility and a semblance of life)
- Fire Manipulation (Can cause a flame spring forth from an object it touches)
- Dimensional Travel Negation (Via Dimensional Anchor)
- Power Nullification (Dispel Magic can end ongoing spells that have been cast, end ongoing spells within an area, or counter another spellcaster’s spell)
- Time Stop & Earth Manipulation (With Imprisonment, the target is entombed in a state of temporal stasis in a small sphere far beneath the surface of the earth)
- Invisibility (Shown here)
- Healing (Lesser Restoration elimiates magical effects and fatigue. Heal enables the user to channel positive energy into a creature to wipe away injury and afflictions)
- Transmutation (Via Polymorph)
- Stun Inducement (Power Word Stun allows the user to utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not)
- Fear Negation (Via Remove Fear)
- Disease Negation (Via Remove Disease)
- Curse Negation (Remove Curse instantaneously removes all curses on an object or a creature)
- Power Bestowal (Resist Energy rants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic)
- Summoning (Via Summon Monster)
- Biological Manipulation (Waves of Fatigue render all living creatures in the spell’s area fatigued. Waves of Exhaustion cause all living creatures in the spell’s area to become exhausted)
- Vibration Manipulation (Via Earthquake)
- Empathic Manipulation (Via Charm Monster)
- Resurrection (The Resurrection spell can restore life and complete strength to any deceased creature)
- Sense Manipulation (Power Word Blind allows the user to utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. With Blinding Gaze, a solar can target a creature it can see within 30 feet. If the target can see it, it becomes blinded)
- Death Manipulation (Power Word Kill allows the user to utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not)
- Light Manipulation, Electricity Manipulation, Poison Manipulation, Petrification, Madness Manipulation & BFR (Prismatic Spray causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Red causes fire damage; Orange causes acid damage; Yellow causes electricity damage; Green causes poison damage; Blue turns the target into stone; Indigo causes insanity; Violet sends the target to another plane)
- Teleportation (Can magically teleport to any unoccupied space up to 120 feet)
- Weather Manipulation (Control Weather allows the caster to change the weather in the local area)
Deities[]
A deity is a divine being of great power. Most deities, particularly those that were of intermediate ranks, control aspects of mortal affairs, referred to as the god's portfolio. Some gods are more powerful than others. They are divided into several different statures: Demigods, Lesser, Intermediate, Greater, and Overdeity. All Gods possess innate abilities and powers, which are outlined below:
Standard[]
- Literally all Magic (Any and all Gods can use any spell of any level and with a single thought)
- Abstract Existence (Gods are concepts and symbols, embodying every aspect of their portfolios)
- Immortality (Types 1, 2 & 3. All deities are naturally immortal and cannot die by natural causes. Gods cannot be slain by anything short of a god of greater power than their own, or a god wielding an artifact. Any god that suffers an attack that should destroy it simply disperses, then reassembles later)
- Chaos Manipulation & Law Manipulation (When the gods created the worlds and various planes of existence, they did so by manipulating chaos and law)
- Avatar Creation (Gods can create avatars at wil)
- Teleportation (All gods possess the innate ability to instantly teleport to any point on the same plane. They can do this at will and without any chance of error)
- Regeneration (High-Godly. Gods cannot be slain by anything short of a god of greater power than their own, or a god wielding an artifact. Any god that suffers an attack that should destroy it simply disperses, then reassembles later. This would include regeneration from spells like Truenaming Magic, which can conceptually erase/rewrite a foe by the caster's will)
- Regeneration Negation (High-Godly. Gods are the only ones capable of permanently killing each other/other gods)
- Initiative (When dealing with mortals, all gods automatically receive the initiative, always being able to attack first)
- Conceptual Manipulation (Type 2. Demigods and above are capable of bending reality based on their Portfolios and Domains- these represent the aspects of reality they represent and command, with greater control being exerted by more powerful gods. Truenaming Magic encompasses all of creation and reality on its entirety, hacking into the fundamental construct of creatures, objects, ideas, etc., with its words and phrases changing the building blocks of reality, influencing everything that currently is, everything that ever was, and everything that will ever be)
- Self-Sustenance (All types. Deities do not need to eat, sleep or breathe)
- Dream Manipulation (All gods barring Demigods can communicate with other creatures via granting visions in dreams)
- Passive Mind Manipulation, Fear Manipulation & Willpower Manipulation (Gods emanates a divine aura that passively emits mind/fear/will-controlling effects)
- Size Manipulation (Can increase their own size and/or of their weapons)
- Forcefield Creation (Can create a transparent shield to protect from melee attacks/spells. A tangible field of divine energy encompasses and suffuses a deity's body)
- Existence Erasure (Can force a being to undergo erasure)
- Extrasensory Perception (Capable of seeing illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are)
- Plant Manipulation (Can make plants grow in any place)
- Energy Projection (Via Divine Blast)
- Social Influencing (Can verbally convince others to take some course of action)
- Probability Manipulation (Gods' actions always work. Any chance to succeed is a succeed)
- Damage Reduction (Deities passively reduce any damage actually taken substantially)
- Dimensional Travel (Can travel between the various planes of existence at will)
- Precognition (Type 2. Deities possess knowledge of any event that will affect their spheres or themselves many weeks in advance in order to give time to counter such events, and maintain knowledge on the best methods with which to counter said events)
- Sense Manipulation (Gods can disable the supernatural senses of those within their range of influence)
- Telepathy (All Gods can telepathically communicate with others via Remote Communication)
- Heat Manipulation, Gravity Manipulation, Time Manipulation, Power Nullification (Gods can change or apply the temperature, gravity, time or spell functions of their realms at will)
Demigods (Rank 1 to 5)[]
- All previous
- Enhanced Senses & Clairvoyance (Demigods have the ability to know what is happpening within one mile of themselves or any of their own worshippers)
Lesser Gods (Rank 6 to 10)[]
- All previous
- Shapeshifting (Can change into any inanimate object they desire)
- Dimensional Travel (Can travel between different planes of existence at will)
- Better Enhanced Senses & Clairvoyance (Lesser Deities always know what is happening within 10 miles of themselves or their worshippers)
- Resurrection (Can raise any previously living mortal being from the dead)
- Dream Manipulation (Can communicate with their worshippers through dreams)
- Power Bestowal (Can grant their worshippers any power that does not exceed their own)
Intermediate Gods (Rank 11 to 15)[]
- All previous
- Better Enhanced Senses & Clairvoyance (Intermediate deities always know what is happening within 100 miles of themselves, their worshippers, worshippers of any god, and of any holy object of any god)
- Duplication (Can summon or create a duplicate of any object)
- Fate Manipulation (Can arrange accidents to indirectly kill a target)
- Resurrection (Can raise people from the dead)
- Telepathy (Can speak directly and secretly to any being)
- Power Bestowal (Can grant any power that don't exceed their own)
Greater Gods (Rank 16 to 21)[]
- All previous
- Better Shapeshifting (Can transform themselves into any object, inanimate or animate, and of any size)
- Nigh-Omniscience (Greater Gods know what is happening at all times, being able to accurately predict the opponent's next movement via their vast knowledge alone)
- Creation (Can create any kind of object they can think of)
- Death Manipulation (Can kill living beings with a thought)
- Life Manipulation & Resurrection (Can bestow life upon any previously slain being)
- Better Telepathy (Can communicate directly and secretly with their worshippers regardless of distance)
Overdeity (Rank 21+)[]
- All previous
Saving Throws[]
In D&D, all characters can resist spells to certain degrees.
Saves are, in essence, a set of statistics held by every single character in Dungeons and Dragons, ranging from the typical housecat and even simple insects, to powerful demons, angels, and the titular dragons, to even stranger beings such as the Aboleth Sovereignity or the strange beholder species.
The Save system is based around three statistics (as set by 3rd Edition D&D). Fortitude (listed as Fort in short hand), Reflex, and Will.
Fortitude saves are those that allow you to resist certain effects by right of sheer strength of body- common examples include sickness and poison, even magical examples of this. On a more extreme example, this allows you fully resist instant-death spells.
Will saves are those that allow you to resist certain effects by right of sheer force of will. This includes more metaphysical attacks of the verse, such as attempts to mind control, force subjects into a temporal stasis, or even alter their fates.
Reflex saves are not considered resistances in this context- as it is merely an act of dodging, it doesn't offer any actual resistances. It can be used for speed feats (and in fact is currently the basis of the speed feats of the verse, through dodging explosions and lightning) but not really much else.
Now, what would Fortitude, Will and Reflex include power-wise? Just a few abilities:
- Absorption (Battletide transfers the energy it steals from the affected target to the caster. The target is slowed down, moving and attacking at half-speed, while the caster's moves are hasted. Chant of Fangs is an energy-stealing attacks that bypasses any physical protection)
- Acid Manipulation (Acid Rain creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh)
- Age Manipulation (Via Age Creature)
- Air Manipulation (Akadi's Vortex creates a sphere of whirling air which causes lightning and air damage. Clear Air banishes smoke, gas, fog, and instantly settles particles such as blowing sand, soot, or grit. Creatures in gaseous form are immediately expelled from its confines, and they cannot enter the area while the spell is in effect)
- Animal Manipulation (Creatures affected by Animal Animosity exudes an aura that draws a hostile reaction from all animals within 50 feet. Insect Plague summons a number of swarms of locusts. Repel Vermin creates a barrier that hold back vermins)
- Attack Reflection (Chaotic Commands renders a creature immune to magical commands. In addition, anyone casting one of these spells on a creature protected by chaotic commands will have their spell backfired on themselves. Deflect Psionics employs magic to deflect psionic attacks back to the enemy)
- BFR (Abjure sends a creature back to their plane of existence. Syllable of Exile can send a target into a confusing pocket dimension. Dispel Evil causes a summoned creafure of evil nature, an evil creature from an other plane, or a creature summoned by an evil caster, to return to its own plane or place. Enmeshment creates sticky threads that upon touch sends the target into a misty labyrinth of unlimited size. Time Hop can send targets into the future)
- Biological Manipulation (Decompose causes organic material to turn into humus or compost instantly. Fertility can grow the vitality of plants and increases the chances of someone to become pregnant. Asphyxiate causes a target's throat to constrict and their lungs to swell shut)
- Blood Manipulation (Via Blood Bank and Blood Bond)
- Bone Manipulation (Break Limb enables the caster to break an opponent's arms or legs by touching it)
- Broadway Force (Creatures subjected to the Dance of Pain spell are jerked about in an uncontrollable dance that restricts their overall actions. Irresistible Dance causes the subject to feel an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place)
- Body Puppetry (Hideous Laughter afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone)
- Causality Manipulation (Wish can undo a previous event, causing reality to reshape itself accordingly to accomodate a new future result)
- Chaos Manipulation (Chaos spell causes several creatures in a large volume, in every dimension, to be subject to chaotic effects. Word of Chaos is a chaotic-type spell that deafen, stun, confuse, or even slay creatures that are not chaotic)
- Clairvoyance (Via Locate Creature and Locate Object)
- Information Manipulation & Conceptual Manipulation (Type 2. Truenaming Magic encompasses all of creation and reality on its entirety, hacking into the fundamental construct of creatures, objects, ideas, etc., with its words and phrases changing the building blocks of reality, influencing everything that currently is, everything that ever was, and everything that will ever be)
- Corrosion Inducement (Acid Rain creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh)
- Curse Manipulation (Bad Medicine induces a curse that modifies the parameters of a target, including their morality. Death Curse is a spell used to avenge the imminent death of the caster by placing a curse on the foe. Doom Curse is a spell that induces a curse which might cause severel different effects, such as loss of levels, negation of resistances, inability to speak, inability to hold things, recurring blurred visions and blindness)
- Darkness Manipulation (Blacklight creates a stationary, temporary area of total darkness, The darkness is impenetrable to normal vision and infravision, but the caster can see, move, attack, and cast spells normally in the affected area. The illumination of normal and magical light is negated by the blacklight)
- Death Manipulation (Ebony Tendrils summons a lump of blackness which induces death upon touch. Finger of Death is a death magic that causes a creature's heart to stop. Wail of the Banshee emits a terrible scream that kills creatures that hear it)
- Deconstruction (Druid's Decay can decompose a target or object into dust. Disintegrate creates a thin green ray that made a creature or a object of a certain size vanish, or be reduced to ash or dust)
- Density Manipulation (Crush of the Depths increases the air/water pressure within its area of effect. Everything within the area experiences a pressure of 1000 pounds per square inch)
- Disease Manipulation (Allergy Field causes creatures to experience swelling of the eyes, fits of sneezing, and dull headaches. Cloud of Pestilence creates a billowy cloud of vile vapors that induces a series of diseases for those who are exposed by it. Eyebite causes sudden pain and fever over the subject's body)
- Dream Manipulation (Via Nightmare spell)
- Duplication (Clone makes an inert duplicate of a creature)
- Earth Manipulation (Earth Anchor manipulates the earth to bind its targets to the ground)
- Electricity Manipulation (Akadi's Vortex creates a sphere of whirling air which causes lightning/air damage)
- Empathic Manipulation (Attraction replaces any negative emotions the target creature has toward the spellcaster with positive emotions)
- Energy Manipulation (Via Alicorn Lance and Chant of Fangs)
- Enhanced Senses (True Seeing confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things)
- Existence Erasure (Disc of Concordant Proposition brings into being a disc that blasts enemies into nothingness. Syllable of Dissolution can unmake a creature's physical essence. Sphere of Ultimate Destruction creates a black sphere of nothingness that destroys everything in its path. Destruction causes the target's body and essence to be utterly destroyed)
- Explosion Manipulation (Implosion creates a destructive resonance in a corporeal creature’s body)
- Extrasensory Perception (Via Detect Curse spells. Detect Lie is able to determine if the subject creature deliberately and knowingly speaks a lie. Emotion Read allows the priest to perform an instantaneous reading of a single subject’s emotional state. True Seeing confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things)
- Fate Manipulation (Pronouncement of Fate causes inevitable dooms to fall upon its victims. Choose Destiny allows the caster to pick a future out of multiple)
- Fear Manipulation (Bllodgloat causes the victims to feel hopelesness towards the caster. Cloak of Fear empowers a single creature touched to radiate a personal aura of fear, causing others to run away in panic)
- Fire Manipulation (Via Fire Storm, Fireball, Fire Shield, Flame Arrow, Flame Strike and Flaming Sphere)
- Gravity Manipulation (Reverse Gravity reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward)
- Healing (Bladebless heals a specific wound by bestowing a blessing on the weapon that caused it)
- Heat Manipulation (Chill creates a 30-foot-radius sphere of cold air. Black Talon temporarily transforms the caster's arm into a retractahle, rubbery appendage that induces both physical and chilling damage)
- Holy Manipulation (Holy Aura surrounds the subject with a brilliant divine radiance, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects)
- Ice Manipulation (Wall of Ice creates a thick, opaque, sheet or dome of ice. Cone of Cold freezes all enemies in front of the caster)
- Illusion Creation (Beastmask allows the subject to take on the illusory form of a single animal species. The almost perfect illusion the spell creates deceives the animals’ sight, hearing, smell, and touch. Conceal Riches makes all items worn or carried by one being look worthless. Create Mirage creates the illusion of any object, creature, or force within the boundaries of the spell’s area of effect. Hallucinatory Terrain makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance)
- Immortality Negation (Types 1 & 7. Undead to Death can successfully apply death-type spells to undead creatures)
- Information Analysis (Analyze Opponent can analyze a foe's strength or weaknesses. Identify determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left, if any)
- Information Manipulation & Text Manipulation (Code of Secrecy prevents the individual from any communication whatsoever about a topic forbidden by the caster. All communication concerning the secret is blocked: speech, writing, hand signals, pading, symbology, and so on)
- Invisibility (Invisibility spell causes the target to become invisible for a period of time)
- Life Manipulation (Life Drain can drain the life out of a creature within range. Life Steal taps into the life force of a subject and drains it away, adding it to their own)
- Light Manipulation (Bolt of Glory projects a bolt of energy from the Positive Energy Plane against one creature. Continual Light fills the area of effect with light equivalent to full daylight. Sunbeam evokes a dazzling beam of intense light which blinds foes. Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded as well)
- Madness Manipulation (Insanity can drive a subject permanently insane. Confusion assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions)
- Matter Manipulation (Matter Manipulation spell can weaken or strengthen the substance of an object or structure. It can affect both mundane and magical inanimate material. Weakening an object’s substance decreases its hardness and hit points, and strengthening it increases its hardness and hit points. Matter Agitation can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time)
- Memory Manipulation (Via Blessed Forgetfullness. Modify Memory allows the caster to reach into the subject’s mind and modify as many as 5 minutes of its memories)
- Mind Manipulation (Compulsive Order can force one creature to be obsessed with making their world clean, neat, and logically arranged. Crown of Glory imbues the caster with an aura of celestial authority, inspiring awe in all lesser creatures. Dictate allows the caster to mentally force foes to obey orders. Eldath's Tranquillity creates an aura of peace and calm around the caster, affecting surrounding targets. Excessive Indulgence forces the target to focus on their current activity to a point of excessive indulgence, preventing them from taking any course of action other than repeatedly performing their current activity. Feeblemind blasts the mind of a creature within range, shattering their intellect and personality. Dominate Person can control the actions of any humanoid creature through a telepathic link. Song of Discord causes those within the area to turn on each other rather than attack their foes. Touch of Idiocy reduces the target’s mental faculties)
- Morality Manipulation (Castigate delivers a blasting rebuke upon foes based on their alignment. Censure spiritually "brands" a specified creature and physically mark it for any clergy with the same alignment as the caster. Any priests seeing this mark instinctively reacts with fear, repulsion, and hatred. In addition they will refuse to aid, speak to, or even approach the censured being. Compel forces a subject to change their alignment)
- Necromancy (Command Undead allows the caster some degree of control over undead creatures. Create Undead allows to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs)
- Pain Manipulation (Blast of Pain overwhelms the target with continuous pain)
- Paralysis Inducement (Ray of Paralysis materializes a narrow beam of energy that causes paralysis within a single target creature or person. Darkbolt fires bolts of darkness that damages and dazes the target for several seconds. Paralyze allows the caster to immobilize creatures with a successful touch attack. Person instantly paralyzes and freezes a foe in place)
- Perception Manipulation (Crocodile Tears makes the caster appear weak and feeble to onlookers and in need of aid, masking any menacing features about them including weapons, fangs, or claws. Doomtide creates a cloud of illusory black fog that appears to most as a mass of writhing tentacles)
- Plant Manipulation (Fertility can grow the vitality of plants. Entangle causes grasses, weeds, bushes, and even trees wrap, to twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled)
- Poison Manipulation (Poison inflicts a debilitating and possibly fatal poison into a living target creature. Poisonous Exhalation causes the sorcerer casting it to breath out a billowing mist of poisonous gas that sapped the endurance of creatures caught within)
- Possession (Via Possess spell)
- Power Nullification (A Day in the Life transforms a living, sentient intelligent creature touched by the caster into a normal halfling with no character class abilities. Counterspell stops spells from being casted. Dispel Magic negates a creature's or object's magic)
- Precognition (Type 2. True Strike allows the caster to look a few seconds into the future and strike at the right place at the right time, with almost guaranteed success. This knowledge even negated the concealment of targets)
- Probability Manipulation (Time Duplicate forcefully makes certain probabilities to become real)
- Psychometry (Know History discloses the basic history of a creature, item or location to the caster. Information revealed included deeds, name, history or lineage)
- Purification (Exorcism is a spell used to rid one object/area from an evil spirit)
- Radiation Manipulation (Alpha Radiation releases a burst of ionozing radiation. Gamma Radiation creates a radioactive sphere of gamma radiation. Beta Radiation releases a radioactive ray of beta radiation)
- Resistance Negation (Syllable of Detachment removes the usage of saves (resistance). Doom Curse causes penalty on all saving throws (resistance) and ability checks)
- Resurrection (True Resurrection can resurrect a creature that has been dead for as long as 10 years. This spell can even bring back creatures whose bodies have been destroyed)
- Sand Manipulation (Via Curse of the Choking Sands)
- Sealing (Trap the Soul forces/traps a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken. Forbiddance seals an area against all planar travel into or within it. Soul Bind can trap souls in a black sapphire gem. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish)
- Sense Manipulation (Blindness/Deafness, as the name implies, call upon the powers of unlife to render the subject blinded or deafened)
- Size Manipulation (Enlarge Person causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. Reduce Person causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8)
- Sleep Manipulation (Symbol of Sleep puts the target into a state of catatonic slumber)
- Sound Manipulation (Sound Burst blast an area with a tremendous cacophony, causing sonic damage)
- Soul Manipulation (World of Unmaing removes a soul from the fabric of reality)
- Spatial Manipulation (Extradimensional Manipulation allows the priest to alter the characteristics of certain extradimensional spaces. Can be used to increase or reduce the size of a single extradimensional space and can be used to reduce the danger of placing an extradimensional space inside an other such space. Dimensional Translocation seals off the multidimensional existence of a magical, undead, or extraplanar creature. The affected creature can be forced entirely into its extraplanar dimension, which removes it from the physical world, or its extraplanar existence can be severed, forcing it entirely into the Prime Material Plane)
- Statistics Reduction (Bad Mecicine reduces the parameters of a target. Bloodgloat reduces a target's damage, resistance and morale)
- Stealth Mastery (Camouflage allows the user to instantly hide a target, concealing them against even thorough searches. The spell changes the coloring and shadowing of the affected individuals to blend with the natural surroundings. It is effective against infravision and ultravision)
- Subjective Reality (Disbelief allows the caster to temporarily convince themselves that certain objects or creatures within the area of effect do not actually exist. While disbelief remains in effect, these objects or creatures cannot harm or hinder the caster. They can pass through them as if they did not exist and takes no damage from their attacks or action)
- Summoning (Via Summon Monster and Summon Nature's Ally)
- Telekinesis (Shown here)
- Mind Reading (Detect Thoughts allows the caster to detect surface thoughts)
- Teleportation (Teleport Greater allows the caster to teleport without a range limit)
- Time Manipulation (Temporal Stasus causes a creature's time to stop flowing, rendering them into a state of suspended animation. Time Hop allows the caster to hop forward in time. Safe Time can move the character (or the target) out of harm’s way by shunting him or her into a static time stream. Time Regression allows the caster to regress back in time)
- Time Stop (Temporal Acceleration can stop time for an instant)
- Transmutation (A Day in the Life transforms a living, sentient intelligent creature touched by the caster into a normal halfling with no character class abilities. Flesh to Stone turns the subject, along with all its carried gear, into a mindless, iner statue. Polymorph changes the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin)
- Law Manipulation
- Vibration Manipulation (Earthquake spell causes an intense localized termor to rip the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more)
- Water Manipulation (Via Control Water, Create Water and Curse Water)
- Weather Manipulation (Control Weather allows the caster to change the weather in the local area)
- And many more
Ability Checks[]
In D&D, all characters can attempt ability checks which tests a character's or monster's innate talent and training in an effort to overcome a challenge.
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect.
Every task that a character or monster might attempt in the game is covered by one of the six abilities.
Strength[]
Strength (Athletics) check covers difficult situations a character can encounter while climbing, jumping, or swimming. Examples include the following activities:
- They attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock them off.
- They try to jump an unusually long distance or pull off a stunt midjump.
The Strength Check gives characters the following P&A:
Dexterity[]
Dexterity (Acrobatics) check covers their attempt to stay on their feet in a tricky situation.
Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
The Dexterity Check gives characters the following P&A:
- Acrobatics
- Stealth Mastery
- Construction (Type 1)
Constitution[]
Examples of Constitution Check situations:
- Hold your breath
- March or labor for hours without rest
- Go without sleep
- Survive without food or water
- Quaff an entire stein of ale in one go
The Constitution Check gives characters the following P&A:
Intelligence[]
Intelligence (Arcana) check measures a character's ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
Intelligence (History) check measures a character's ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Intelligence (Nature) check measures a character's ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Intelligence (Religion) check measures a character's ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Examples of Constitution Check situations:
- Communicate with a creature without using words
- Estimate the value of a precious item
- Pull together a disguise to pass as a city guard
- Forge a document
- Recall lore about a craft or trade
- Win a game of skill
The Intelligence Check gives characters the following P&A:
Wisdom[]
Wisdom (Animal Handling) check to control their mount when you attempt a risky maneuver. They can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions.
Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move.
Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
The Wisdom Check gives characters the following P&A:
- Animal Manipulation
- Enhanced Senses
- Precognition (Type 1)
- Healing
- Extrasensory Perception
- Survival Instincts
Charisma[]
Charisma (Deception) check determines whether they can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies.
Charisma (Intimidation) check determines whether they can attempt to influence someone through overt threats, hostile actions, and physical violence.
Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Charisma (Persuasion) check determines whether they attempt to influence someone or a group of people with tact, social graces, or good nature.
The Charisma Check gives characters the following P&A: