Abilities, Extraordinary

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From the Rulebook Glossary:
In many cases, these abilities are activated, act just like magic, and are written in the same way. To be initially activated, these require the player to stand still as per casting magic--unless otherwise noted. If a School is listed, treat that ability as belonging to that magic School for the purpose of immunities. Otherwise, only invulnerability will protect from the ability (though some have immunity to poison and traps, and thus are unaffected by them). These are non-magical in nature and are never considered enchantments--even if based on an Enchantment’s description. Extraordinary abilities may not be dispelled.

See Also: Extraordinary