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#magma flow
bloodmoon24 · 2 years
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Meet my aliens
Seven more will be made later
(I totally misspelled “poison” 😅)
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thefrontierfacade · 11 months
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flow
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darkenforcer · 6 months
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@kleinstar || 🌡️🌡️🌡️
turns out hot springs are way more soothing without a 300,000 gald entry fee! sure, passing a group of panicked, semi-coherent visitors yapping about the water's temperature earlier was unsettling, but it only took a cautious toe dip to prove those guys wrong.
their loss! the way yuri sees it, less people means more peace and quiet.
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"dunno what their problem was, 'hot''s right in the name." he sinks in deeper with a content hum, "it'd take a hell of a lot more heat to force me out."
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grimvestige · 9 months
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been playing doom eternal and the sentinel architecture inspired me to finally try to illustrate something from the duergar in my D&D setting since it's actually sorta similar, plus I missed doing environment paintings tbh
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i-am-terrowin · 18 days
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as a geology major the volcano episode of 911 lone star is hilarious
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lunarrolls · 1 year
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i swear if i don’t see fanart of ashton wearing slash using that volcano ring soon i’ll be forced to bitch slap my own art block and make some myself
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postmakerkiwi · 6 months
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🦴 Skelos Badlands Sounds - Crumbled Volcano 🔥
Lava flows from this ancient dome, broken and worn from eons of eroding, forming this massive pool of molten rock. Bubbles will pop and steam will hiss, so be sure to not get too close.
photo by CatbatQuartet
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starrycereal · 2 years
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*quietly disgruntled geology grumbling*
#my ramblings#shut up finlay#this is not about valid criticism of the lack of action in the past but more a criticism of the ‘not calling evacuations already’#or anything formalized yet#because you cannot predict where the magma will flow before erupting#it began to effuse from the northeastern rift this afternoon#which they can then call tho as far as i know the lava is fairly slow towards that region (ish) and there is a bit more wiggle room#yes without formal action from usgs and local/state government any evacuation will be woefully inadequate#also ‘signs for months’ isn’t necessarily an indicator of an eruption#earthquakes and deformations happen regularly on any active volcanic region but don’t always mean an eruption is imminent#if it did yellowstone would be insufferable constantly#anyway this is mostly me grumbling about expectations put on scientists that don’t actually work#lack of action or anything from the governments and officials however is absolutely an issue and something to change in the geosciences#acknowledge the discrepancies between demographics and the risk factors affecting them#counter them as best as possible#ie do not just leave native hawaiians or anyone else unable to afford plane tickets and whatnot as sitting ducks#call an evacuation should the flow encroach to a risk#then actively assist and make sure anyone who wants to/needs to evacuate has the means to do so#there isn’t much else anyone can do other than observe the flow and attempt loose predictions of its behavior#and call evacuations#unfortunately there’s no actual ways to stop lava from going where it wants
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kraymerman · 2 months
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An older oc of mine that I realized recently that I've never made full-on art for before. Welp, better late than never right? (Although I doubt Cropenstēn himself would be all too pleased with me.) Becides, I want to draw in MS Paint more.
Cropenstēn is the god of the earth, life, nature, and the harvest. Partner of Ambros, god of love, childbirth, and the afterlife, Cropenstēn is the crowned king of the pantheon and is, due to the nature of his divine domains, is by far the god most worshipped.
Although seemingly caring greatly for the humans under his watch and domain, Cropenstēn does not extend that same care or respect to his fellow gods, lording his power over them with great relish.
Though none of the other gods can prove it, it is believed by most of them that Cropenstēn was behind the death of the previous monarch Soluma, the two-faced god of the sun and moon.
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bloodmoon24 · 2 years
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Behold my Supreme Aliens
(I put in two Rapidity’s to show with and without mask)
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Supreme Frostbite: She now can not only make and more ice, but can control and make water and fire. Imagine like a supreme elemental alien being. And because of her ice abilities, I wanted her supreme design ice like, along with moth like characteristics
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Supreme Retaliate: Her abilities went extreme when it comes to electricity. Her new power is to control anything that has an electrical power source. Like a guy in a tech suit starts to mimic the movement of Retaliate, making it do whatever poses or fighting moves she does
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Supreme Magma Flow: Supreme Magma Flow can create a heatwave that’s so hot, that she can make anything feel like fire. She also can control fire fumes and gases and also can turn herself into fire herself. Kinda like Flame Princess from Adventure Time
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Supreme WingBlade: From falcon to eagle, she became more strong and maneuverable. She has a second pair of wings that has more bladed weapons hiding in the feathers. And like her predator, the Galvixians, whenever her wings are together, they make a shield that was able to protect her from any known attacks
(I am bad at drawing bird legs)
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Supreme Rapidity: I know that Supreme Rapidity doesn’t look like a Supreme form, but I love what I did with its design. Now for her, she now has a technical visor on her face and a mask that helps her breathe come up to make it into a full helmet. Whenever she runs, you’ll see a red glow following behind her
Which one is your favorite Supreme Alien?
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I also made my Mom’s Nemuina a supreme form, and gave her a name
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togglesbloggle · 1 year
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It's interesting to me how much people struggle to intuit differences of scale. Like, years of geology training thinking about very large subjects, and I'm only barely managing it around the edges.
The classic one is, of course, the mantle- everybody has this image of the mantle as a sort of molten magma lake that the Earth's crust is floating on. Which is a pedagogically useful thing! Because the intuitions about how liquids work- forming internal currents, hot sections rising, cool sections sinking, all that- are all dynamics native to the Earth's mantle. We mostly talk about the mantle in the context of those currents, and how they drive things like continental drift, and so we tend to have this metaphor in mind of the mantle as a big magma lake.
The catch, of course, is that the mantle is a solid, not magma. It's just that at very large scales, the distinction between solids and liquids is... squirrely.
When cornered on this, a geologist will tell you that the mantle is 'ductile'. But that's a lie of omission. Because it's not that the mantle is a metal like gold or iron, what we usually think of when we talk about ductility. You couldn't hammer mantle-matter in to horseshoes or nails on an anvil. It's just a rock, really. Peridotite. Chemically it's got a lot of metal atoms in it, which helps, but if you whack a chunk of it with a hammer you can expect about the same thing to happen as if you whacked a chunk of concrete. Really, it's just that any and every rock is made of tons and tons of microcrystal structures all bound together, and the boundaries between these microcrystals can shift under enormous pressure on very slow timescales; when the scope of your question gets big enough, those bonds become weak in a relative sense, and it becomes more useful to think of a rock as more like a pile of gravel where the pebbles can shift and flow around one another.
The blunt fact is, on very large scales of space and of time, almost everything other than perfect crystals start to act kind of like a liquid- and a lot of those do as well. When I made a study of very old Martian craters, I got used to 'eyeballing' the age based on how much the crater had subsided, almost exactly like the ways that ripples in the surface of water gradually subside over time when you throw a rock in to a lake. Just, you know. Slower.
But at the same time, these things are more fragile than you'd believe, and can shatter like glass. The surface of the Earth is like this, too. Absent the kind of overpressures that make the mantle flow like it does, Earth's crust is still tremendously weak relative to many of the planet-scale forces to which it is subject- I was surprised, once, when a professor offhandedly described the crust as having a tensile strength of 'basically zero;' they really thought of the surface as a delicate filigreed bubble of glass that formed like a thin shell, almost too thin to mention, on the outside of a water droplet. On human scales, liquid is the thing that flows, and solid is the thing that breaks. But once stuff gets big or slow or both, the distinction between a solid and a liquid is more that a liquid is the thing that doesn't shatter when it flows. And it all gets really, really vague, which I suppose you'd expect when you get this far outside the contexts in which our languages were crafted.
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amnhnyc · 8 months
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Today’s Exhibit of the Day? The Museum’s giant amethyst geode. Standing 9 ft (2.7 m) tall and weighing around 11,000 lbs (5,000 kg), it’s one of the largest specimens in our halls. How did this dazzling geode come to be? About 135 million years ago, the continental plates carrying South America and Africa began to separate. Magma poured out from fractures in Earth’s crust and large gas bubbles escaped from within the magma—becoming trapped in the rock as it solidified, forming cavities. Groundwater flowing into these spaces brought dissolved silica, which crystallized into quartz. Over millennia, most of these quartz crystals turned into rich purple amethyst. Spot this and other amazing specimens in the Museum’s Mignone Halls of Gems and Minerals!
Photo: D. Finnin/ © AMNH 
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vexedvolcanologist · 2 years
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Tag Dump
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fancygirlplays · 2 years
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biorust-art · 5 months
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The Shard of Rau'shan - or - Introducing the Emperor and the Empress
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I drew this right after the episode aired but couldn't continue it until now. What a couple of episodes,, what an arc. I love them so much.
[Image Description: an illustration of Ashton Greymoore and Fearne Calloway from Critical Role C3e75. Ashton hovers above the magma pit, their skin glowing orange, hair burned to a yellow-white color, and clothes burning, with the crystal shard in one hand and Fearne supported up with the other. Fearne clings to Ashton with one hand and also has a hand on the shard, her dress and hair floats up around her along with globs of molten rock. Their eyes glow the same color as the shard and both have points of light shining from them like a crown. Fearne has a look of worry on her face, Ashton looks surprised. The background is rivulets of glowing magma flowing into a pool, glowing orange, reds, browns and yellows.
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y-rhywbeth2 · 5 months
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Lore: The Bhaalspawn
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess and it's borderline impossible to cover everything. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
I decided to compile all of the information I could find/remember on the Children of Bhaal in one place; drawing on the original games, BG3, WotC "canon", and a magazine article written by the writers of the original games meant for playing Bhaalspawn in pen and paper games. There's a surprisingly large amount of information.
Also prodding a bit at the distinction between a Bhaalspawn, as in a quasi-deity, and their tiefling descendants, who are also called by that name.
As with all D&D lore, sources may conflict, but nevertheless, here it is.
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There are technically two variants of being that can be referred to as bhaalspawn (three, if we count the Dark Urge as something separate).
The term "Bhaalspawn" is usually applied to a Child of Bhaal, a quasi-deity who has the Lord of Murder for a father. Most are Demigods, born of a mortal parent, although Bhaal has seemingly also produced at least one Titan, who has no mortal lineage at all (hi, Durge). With the exception of that last one, they were all sired before his death during the Time of Troubles. Many, if not most, had Bhaal's priests as their mortal parent - willingly conceived as part of the greater plan to resurrect their god.
As is the norm for half-planar-half-mortals, the offspring of a Child of Bhaal will be of the planetouched (tieflings, aasmiar, genasi). As Bhaal is an evil-aligned god, his grandchildren and descendants are specifically tieflings (or some humanoid equivalent, if they have children with non-humans).
Each Child carries the divine essence of their father, woven into their very being (the god himself specifically derides them as having "borrowed" existences). This divine essence wasn't distributed evenly, and some carried more of Bhaal's taint than others. Some were aware of his influence acting on them from birth, and others never knew what they were until their more powerful and ambitious siblings came knocking to tear their essence out of them.
Being so tied to Bhaal, the souls of his children are inherently tied to him and the Throne of Blood - when they die their essence returns to him and takes their souls with it. A Bhaalspawn can worship another god and receive spells as a divine spellcaster if that deity accepts them, but there is no other afterlife waiting for them except for their father's domain. Specifically, this is the Throne of Blood, a section of Banehold (Bane's domain) which should be on the first layer (Khalas) of the plane of Gehenna (also known as "The Bleak Eternity of Gehenna"). Every single game has placed the Throne of Blood on a different Lower Plane (the Hells, the Abyss, the Grey Wastes), but none have used the one actually given in the tabletop canon, for some reason. Mount Khalas is an active volcano, hundreds of thousands of miles high with slopes of at 45° at their very flattest. The slope is generally more like a sheer cliff face, and falling may "completely shred" the would-be climber. The mountain floats in an infinite void by the border of the Nine Hells. The ground is full of bottomless black chasms and magma flows fed by "waterfalls" of the stuff, and the ground glows crimson from the heat of the molten rock. The air is clogged with pyroclastic ash and it's impossible to see further than a dozen feet in any direction. It also features the River Styx, a river polluted by all the filth and evil of existence that flows through all the Lower Planes. The next layer of Gehenna, Mount Chamada, is visible overhead, glowing faintly, "burning like a small, bloody moon." The spirits of the dead who are sentenced to this plane are those who were consumed by greed and a ruthless and insatiable lust for power in life; in death they are selfishness embodied. The domains of the deities who reside there are carved into ledges on the slopes. Banehold - also known as the Barrens of Doom and Despair - is "an inhospitable locale, filled with vast deserts of black sand and huge plains of dark granite." The sky is blood red and sunless. The only source of water on the plane is the Styx.
Some Bhaalspawn feel the pull of their father's domain so strongly that their soul can be pulled into Gehenna before they die. Should these individuals become sickened or injured enough they will fall into a coma as their connection to life weakens and their soul is dragged into their father's realm in the Lower Planes. It will return to their body once they're healed and that the pull of life is strong enough.
Some Bhaalspawn have reported the ability to "feel" deaths occurring around them, which is also said to be a pleasant experience that calls to them.
Due to their inherently divine nature, every one of them has the latent capacity for sorcery, though not all will manifest it.
It was originally claimed that all the Children perished in the Bhaalspawn crisis, however a small ttrpg supplement published by the writers in a magazine article (meant for playing Bhaalspawn as tabletop characters) claimed that while many died, including all the most powerful of their kind, many "weaker" Bhaalspawn survived the crisis.
There is conflicting information about the free will of these survivors following the foiling of Bhaal's first resurrection. As per the original game's canon, Bhaal's command over them is gone once broken, and these Children were free to act out their lives as they saw fit - bar stuff like the occasional nightmare and inherent urge to go on a killing spree. The power in their blood is their own to repurpose.
Baldur's Gate 2 presented the possibility of a Bhaalspawn being totally cleansed of their father's taint and rendered fully mortal and free of all divine meddling. 5e has retconned this in both tabletop supplements and BG3 canon, and posits that while one of the Children can (seemingly) be unchained from most of Bhaal's control, his divinity is an inherent part of them and they may still become pawns in his designs.
Judging by the first two games it seems that a Bhaalspawn's ability to resist their father's control is related to their own willpower and how tied to death and negativity they are. Being sheltered from death and suffering allows themselves to distance themselves from him, while exposure and harbouring feelings of hatred will destroy the barriers and push them closer.
One of the things Bhaal may try to push his children into doing is interfering with the plans of Cyric, who originally killed him during the Time of Troubles and temporarily usurped him as god of murder.
Bhaalspawn grow in power with age and experience. While signs can start early, by the end of their adolescence they will all have begun manifesting various abilities and signs. What defines "growing in power" is rather nebulous - in game mechanics it's tied to character levels. Technically, a Bhaalspawn could manifest the ability to create supernatural darkness and turn into the Slayer at age 17 and, by the time she's 18, have manifested as much as eleven more powers (and a plethora of dark influences plaguing her to go with them, including an addiction to killing). Or she could go her entire existence never having more than those two traits, a nasty temper, and some horrific nightmares.
Quasi-deities are immortal - ageless and unable to die from natural causes. While theoretically, a Bhaalspawn might not manifest this trait, it would conflict with other established lore on half-deities (because D&D lore loves conflicting with itself). Bhaalspawn immortality tends to kick in at any point in adulthood, at which point their age freezes. They could be in their twenties - and is more likely to manifest at a younger age, but theoretically it could kick in when they're 87 or older.
A Child of Bhaal can usurp their father and take his godhood for themselves: They must prove themselves worthy of being Lord of Murder by deliberately orchestrating a thousand innocent deaths (the method can be anything). They must seek out a portion of their father's flesh. Remnants of Bhaal's slain avatars, such as the remains of the Raveger in the Moonshaes, or traces remaining in the Winding Water from the Time of Troubles are recommended. Bhaal's actual corpse would've been in the Astral Plane, pre-Sundering. What one is meant to do with this chunk of flesh is unspecified. And then one is meant to present themselves for judgement by the overgod Ao, who will decide if they deserve the job. This seems to involve some kind of epic quest in a very dangerous location to prove oneself.
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The term "bhaalspawn" also seems to be applied to the tiefling children and descendants of the true Children. Tieflings descended from Bhaal show no outward signs of their heritage the way most other tieflings do, appearing as regular members of their species under physical examination and lacking strange quirks - such as those seen on tieflings descended from the god Mask, who cast no reflections. That said, planetouched descended from deities are known to bear birthmarks in the shape of their divine ancestor's holy symbol, so that might be the exception. Like many of the non-Asmodeus tieflings, they bear the taint of the lower planes in their being, and from birth they often feel it pushing them to bend to their whims. In the case of bhaal-spawned tieflings, these urges would be murder ideation and an obsession with death. God-descended tieflings are no more inherently powerful than the regular kind descended from fiends like devils, demons and night hags.
As with all of the non-Asmodeus tieflings, after the first tiefling grandchild the blood tends to go dormant and hide itself for generations, until it suddenly manifests in a child born to an unsuspecting normal family who is unaware that the taint of the god of murder lurks in their bloodline.
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There are various abilities (and side-effects) a Bhaalspawn might manifest. Interestingly, while a Bhaalspawn can manifest the vast majority of them, they will never manifest all the possible powers available to their "family." Meanwhile, the most powerful of them will manifest all of the dark urges and traces of evil that threaten to consume their kind.
There are no rules given for their tiefling descendants. Tieflings have been known to manifest a variety of quirks and spell-like abilities, such as those that have been provided for the Children of Bhaal, it's not unthinkable that their heritage may cause them to manifest one or two of them. Going off of the tiefling creation chart from 2e, a tiefling will randomly manifest one advantage, and one drawback.
So a grandchild of Bhaal might have poisonous blood and be unable to control herself from going berserk from bloodlust in battle. One might heal at an unusually fast rate and give off an aura of death that causes strangers to respond to them like they're a monster. Another tiefling may be able to temporarily boost his strength to impressive levels, but be consumed by the urge to murder.
While only the most powerful manifest every trait, the signs of being a Bhaalspawn include:
The undead can sense a Bhaalspawn if they're within 60ft of each other - so clearly that they can pinpoint their exact location. Even protective magics that should hide them from the undead's senses won't keep them from being aware of their presence, it will only prevent them from being able to know exactly where they're standing. In BG2, a vampire named Phlydian describes it as being able to "smell the murder in [their] heart."
Being around the Children of Bhaal triggers the fight-or-flight instinct and makes others uneasy; they give off an unsettling aura that causes those nearby to subconsciously pick up on them as predatory, and Bhaalspawn have a harder time convincing others to like and trust them. Divination spells that reveal alignment and intention will detect them as evil, regardless of whether they truly are or not.
Bhaalspawn are harmed by holy weapons, and those who are particularly murderous can also be harmed by holy water.
Bhaalspawn blood is black and viscous, and the divine essence within it calls out to the lower planes. A bleeding Bhaalspawn leaves a "scent" that calls to all fiends of the Lower Planes, including devils and demons. Even if it doesn't have the texture and colour, the blood is poisonous. If their blood enters the bloodstream of another being it will immediately cause weakness and fatigue. If the blood is not purged, the individual will weaken into a coma and eventually die. Of course this won't affect beings immune to poison. According to Phlydian vampires find the divine blood of the Children of Bhaal irresistibly "sweet."
They experience chronic, horrific nightmares that are traumatic enough to impair the demigod's daily functioning. These visions can occasionally be resisted through willpower, but not staved off indefinitely.
Bhaalspawn always want to kill, and may lose control of themselves in physical conflict, trying to strike at everything within reach. They struggle to restrain themselves, and limiting attacks to non-lethal damage requires will saving throws. They are reckless in combat, paying attention to little except slaughtering their opponent/s - not even caring about their own safety, The urge to kill can be a fundamental need, If not met, thoughts of murder slowly overwhelms their willpower, thoughts and their awareness of their surroundings, until they're finally driven to kill somebody. This urge cannot be sated by anything except for the murder of a sapient being. (This is similar to the effects of some hungers that affect the undead, causing them to devolve into mindless, feral animals driven by hunger - it may look the same.)
They are possessed by a constant undercurrent of rage, and when humiliated or frustrated they must keep a grip on their anger or slip into a state of violent killing rage not unlike that shown by barbarians in combat - their strength and endurance is greatly strengthened as they attempt to attack the subject of their ire.
They may actually find their sense of free will is innately weaker than that of regular mortals.
They are drawn to the sight of the dying and the dead, and take involuntary pleasure in the sight.
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Bhaalspawn are also known to manifest various quirks and spell-like abilities (which they can cast as three times per hit dice/character levels a day. So a level 12 Bhaalspawn with "death knell" can cast it 36 times a day). Again; not every one of them manifests every ability, many will probably never have more than two, but powerful individuals may still manifest most of them.
They are able to boost their strength to impressive or even superhuman levels (depending on base strength) for anywhere between 1-20 minutes.
They are immune to all poisons and toxins.
They are resistant to being wounded, unless the wounds are caused by an object made of or plated in silver. Complete immunity to being harmed by unenchanted weapons is also a possibility for the most powerful individuals. (I've never been clear on what damage reduction looks like - I suppose either it's harder to break their skin, or else the wounds simply close up or at least heal up a bit automatically.)
They can cure moderate wounds like a divine spellcaster.
If they touch a dying creature they can drain the remaining life-force from them, killing them and temporarily strengthening themselves (as in physical strength and hit points, as well as boosting the power of their spells) Some may manifest the similar ability to drain the life force from a target by looking at them, stealing their vitality to heal themselves. The target doesn't need to be dying, and may be perfectly healthy
They are unaffected by any but the most extreme of temperatures, to the point where they're resistant to elemental damage of that kind (this could be cold or heat, or both). Some Bhaalspawn are also resistant to electricity and any magic cast on them.
They can strike mortal dread into nearby beings.
They can use divine energy to smite their foes - or they can maifest it as a 20ft area of darkness and tangible evil ("cold, cloying and greasy" to the senses) that damages non-evil beings within it.
They can create supernatural 15-20ft clouds of impenetrable blackness that extinguishes all sources of light, as per the darkness spell.
One Bhaalspawn manifested the (involuntary) ability to instinctually teleport to safety whenever he panicked - this is just speculation, but I would assume this works the same as the ability available to Bhaal's Deathstalker priests; they can teleport to the Throne of Blood in the Lower Planes, and from there teleport back into Toril at any location not protected by warding magic.
And, last but not least, Bhaalspawn are known to be able to transform into the Slayer when particularly favoured by their father. In one, exceptional, case a Bhaalspawn was known to manifest Bhaal's other avatar; the Ravager.
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