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View Full Version : [3.5] Supernatural Oddities...



MaxiDuRaritry
2019-05-30, 05:23 PM
Supernatural abilities in 3.5 are strange. They're magical, but only insofar as they go away in an AMF or a magical dead zone. They don't provoke AoOs, can't be dispelled, can't be disjoined, can't be detected via detect magic, and don't otherwise interact with most forms of magic like other magic typically does.

Do the supernatural versions of spells that typically cancel each other out (such as haste and slow, which would otherwise negate each other) actually do so? How about if one is supernatural and the other is a spell?

Are there any official ways to detect, dispel, disjoin, or otherwise cancel or destroy a non-instantaneous supernatural ability? Are there any 2nd or 3rd party ways to do so? Even a limited version, such as dispelling a doppelganger's (Su) shapechange ability, would come in handy, especially if there was a large list that covered innumerable abilities (or just one or two that did so for large swathes of them).

Thoughts? Ideas?

Thurbane
2019-05-30, 05:58 PM
Pretty sure Detect Magic does work on Supernatural abilities?

Just as an aside, there are two feats that allow Supernatural abilities to provoke AoO: Supernatural Opportunist (ToM) and Supernatural Instincts (FC1).

MaxiDuRaritry
2019-05-30, 06:08 PM
Pretty sure Detect Magic does work on Supernatural abilities?Unfortunately not. It detects magical auras, which according to detect magic only come from magical items and spells; supernatural abilities are neither.

Certain other things may add to this list (such as a [psionic] creature under psionic/magic transparency), but the default is only spells and items.


Just as an aside, there are two feats that allow Supernatural abilities to provoke AoO: Supernatural Opportunist (ToM) and Supernatural Instincts (FC1).Nice. Thanks.

Oberron
2019-05-30, 06:10 PM
I'd say they cancel each other out since they specifically call out each other in cases of haste and slow