FX Types
From D20advanced
FX fall into certain categories or types. FX of the same type follow similar rules This section discusses the different FX types and the rules governing them.
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Alteration
Alteration FX change or transform in some way. Most alteration FX work on their user, but can be modified to work on others as well. Alteration FX targeting others require a standard action and an attack roll as a default and always offer a saving throw.
Attack
Attack FX are used offensively in combat. They generally require an attack roll and can damage, hinder, or otherwise harm their target in some way. Attack FX require a standard action by default and always offer a saving throw. Their duration is usually instant although their results—whether damage or hindrance—may linger until the target recovers from them.
Defense
Defense FX protect in various ways, typically offering a bonus to saving throws, or granting immunity (automatic success on a save) against particular FX or conditions. Most defense FX work only on the user. Defense FX tend to be passive in nature, functioning at all times.
General
General FX don’t fit into any other particular category. They’re not governed by any special rules other than those given in the FX’s description.
Movement
Movement FX allow characters to get around in various ways. There are three types of movement: normal move, accelerated move, and all out movement. A normal move is one action and allows you to move your speed. An accelerated move takes two actions) and doubles your speed. All out movement is also two actions and quadruples your speed. You lose your dodge bonus while moving all out but gain a Defense bonus based on your speed. Movement FX always require at least a move action to use, but the move action is counted as part of the character’s normal movement.
Sensory
Sensory FX enhance, alter, or work via the senses. Some sensory FX improve the user’s senses while others grant new senses or influence the senses in some way. Sensory FX that improve the user’s senses are typically passive and continuous or permanent in duration, requiring no action to use apart from that required to make the necessary skill checks (usually Perception). Sensory FX that work on unwilling subjects are active, require a standard action as a default, and allow a saving throw.
Sense Types
Senses are grouped into sense types, descriptors for how different sensory effects work. The different sense types, and the senses included in them, are:
- Visual: normal sight, darkvision, detect, infravision, low-light vision, microscopic vision, ultravision, X-Ray vision
- Auditory: normal hearing, detect, sonar, ultrasonic hearing
- Olfactory: normal smell and taste, detect, scent
- Tactile: normal touch, blindsight (vibration), detect, tremorsense
- Radio: detect, microwaves, radar, radio
- Mental: detect, mental awareness, Mind Reading, Precognition, Postcognition
Mental FX
Mental senses are a special case for sensory FX that work on unwilling subjects: the subject must have an Intelligence score of at least -5 in order for the effect to work. Non-intelligent subjects are mindless and therefore unaffected. These sensory FX are noted as “(mental)” after their type.
Trait
Trait effects influence a target’s traits: abilities, saves, skills, powers, and so forth. Most trait effects are touch range, require one action, and allow a saving throw. Trait effects don’t work on traits with the Innate FX feat, since they cannot be altered.
Trait Types
Traits are grouped into trait types, descriptors for how different trait effects work. The different trait types, and the traits included in them, are:
- Abilities: all ability scores and saving throws
- Skills: all skills, attack bonus, and defense bonus (including limited, but permanent, skill, attack, and defense bonuses)
- Feats: all feats
- FX: each FX type is considered a separate trait type. Alternately, all FX of a particular descriptor (regardless of type) may be considered a single trait type, such as all magical effects or all fire effects.

