Class and enemy ability rules

Class and enemy ability rules

Spells get all the attention, but they're a quarter of the story. The other 3,361 ability blueprints — class features, monster powers, army maneuvers — run on the same engine with none of the same rules. Here's the census.

Who owns them

Owner familyAbilities
Class feature trees1,817
Monster/NPC units473
Crusade armies250

The single hungriest class is the Kineticist at 233 — its entire blast-and-infusion system is built from individual ability blueprints, which is why it feels like playing a different game. Cleric (147), Shifter (136), Warpriest (130), and Shaman (115) follow.

School is a spell concept

2,462 of the 3,361 (73%) carry no school at all. Among the ones that do (mostly spell-like class abilities), Conjuration leads (94), then Evocation and Transmutation (~55 each). But the headline is the absence: schools gate spells — counters, banishment interactions, school-restricted feats — and the engine simply doesn't assign them to most non-spell powers. A dragon's breath has no school to be counted against.

The metamagic oddity

Oddly, most of these abilities advertise metamagic compatibility: Heighten-tagged on 2,252, Quicken on 1,801, CompletelyNormal (the Azata tag) on 1,268. The field ships broadly populated regardless of whether metamagic can meaningfully attach — a reminder that blueprint fields record configuration space, not necessarily reachable behavior.

Spell resistance barely reaches here

Only 310 of the 3,361 flag spell resistance (vs 32% of real spells). Defensive casting matters against casters, not against the martial kits that make up this layer.

Per-class ability listings render through our Classes section.