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Note: This is a list of features/abilities, not a list of characters by their feature/ability.

Many forms of fiction feature characters attributed with superhuman, supernatural, or paranormal abilities, often referred to as "superpowers" (also spelled "super powers" and "super-powers") or "powers". This tradition is especially rich in the fictional universes of various comic book stories. Below is a list of many of those powers that have been known to be used. Some of these categories overlap.



Examples of ways in which a character has the ability to generate an effect.


Inhuman nature

The character belongs to a class of wholly or partially non-human beings for whom superhuman capabilities are typical. This includes, but is not limited to, characters who are aliens, demons, gods or hybrids.

Object-based powers

Powers derived from objects (also known as artifacts), such as armor, jewelry, weapons, and wands.


These powers are a direct result of some form of either induced evolution or natural selection, usually manifested during adolescent puberty when other mental and bodily adaptations take place.


Examples of methods by which a character generates an effect.

Energy sourcing

Ability to draw power from large or small but abundant sources of energy, such as turning kinetic energy into physical blasts or converting solar energy into other forms. Sometimes based on proximity to source, sometimes stored for future use.


Many characters who train in martial arts gain superhuman capabilities by learning to harness chi or some form of life energy. This type of method generally provides extraordinary strength, speed, durability and reflexes. Also often used for superhuman awareness, energy blasts, elemental powers and sometimes invulnerability.

Magical powers

Ability to use magical forces to varying degrees. Often used to simulate other powers, such as mind control and elemental attacks.

Not all "magical" superpowers are actually supernatural, but are based on alternate or futuristic "science".[10] For instance, Moon Knight's strength, endurance and reflexes are enhanced depending upon the phases of the moon.[11] Uncle Sam has his powers in proportion to the people's belief in the ideals of America.[12]


Ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" which allows physical interaction with machines, or even a psychic ability that allows for mental interface with computer data.


Ability to manipulate and control objects with the mind, often in ways not visible to the naked eye.


Superpower manipulation

This section refers to the ability to manipulate superpowers themselves, not "power" such as electrical power or gravitational power.

Power augmentation

Ability to enhance or weaken the powers of others.

Power bestowal

Ability to bestow powers or jump-start latent powers.

Power mimicry or absorption

Ability to copy or absorb another's powers or skills.

Power negation

Ability to cancel the superpowers of others.

Power sensing

Ability to sense or recognize superhuman powers.

Personal physical powers

Powers which affect an individual's body.

Accelerated healing

Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.

Acid generation

Ability to generate acid, can be manifested through touch or as a spray.

Animal mimicry

Ability to take on the abilities of certain animals.

Biological manipulation

Ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions.

Body part substitution

Ability to replace one's limbs or other body parts with those of another.

Bone manipulation

Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones.


Ability to create physical duplicates of oneself.

Temporal duplication

Ability to bring past and future versions of oneself back to the present.


Ability to determine location of items in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense.


Ability to render the user unseen to the naked eye.


Ability to be immune to one or more forms of physical damage.

Kinetic absorption

Ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts.

Matter ingestion

Ability to consume any sort of matter without any ill effects on the user.


Ability to temporarily merge two beings into a single being, which results in a completely new and stronger being.

Pheromone manipulation

Ability to generate and control pheromones which may have various effects.

Poison generation

Ability to assault others with one or more varieties of toxins, with widely disparate effects.

Prehensile/animated hair

Ability to animate and lengthen one's hair.

Reactive adaptation/evolution

Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary.

Self-detonation or explosion

Ability to explode one's body mass and reform.

Sonic scream

Ability to generate vocal sounds of a higher amplitude than a normal human.

Superhuman breath

Ability to inhale/exhale with superhumanly powerful strength. This can range from exhalation on par with gale force winds to inhalation on par with the power of a gravitational vortex. In some cases, freezing temperatures can also be achieved.

Superhuman durability

Ability to have a higher resistance to one or more forms of damage before being injured.

Superhuman reflexes

Ability to react faster than a normal human.

Superhuman senses

Ability to see, smell, taste, feel and/or hear more than a normal human.

Superhuman strength

Ability to have a level of physical strength much higher than normally possible given their proportions.

Superhuman vision

Ability to see better than normally possible.

Night vision

Ability to see clearly in darkness.

X-ray vision

Ability to see through solid matter.

Telescopic or microscopic vision

Ability to magnify vision to various levels.


Ability to crawl on vertical and horizontal surfaces.


Ability to respirate through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternate air supply.

Mental faculty and knowledge-based abilities

Innate capability

Ability to naturally have skills and/or knowledge typically earned through learning.


Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.


Ability to know anything and everything.

Ecological empathy

The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature.

Superhuman intelligence

Intelligence far above that of a genius level.

Superhuman tracking

Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."


The abilities of extra-sensory perception (ESP) and communication.

Astral projection

Also known as astral travel, this is the ability to separate and control one's astral body.

Mental projection

Ability to project one's consciousness/emotions into the astral plane, into another, or to make them real.

Cross-dimensional awareness

Ability to detect actions and events in other dimensions. This is occasionally used in comics as an awareness of the fourth wall between the characters and the artist or audience.


Ability to read or sense the emotions and/or control the emotions or feelings of others.


Ability to see and communicate with the dead (i.e., ghosts).


Ability to perceive the future. It may be expressed in vague dreams while asleep, other times it can be clear and can occur at will. It may also be used as a form of "danger sense" to show the user that they are being threatened and from what direction it is coming from.


Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it.


Ability to read the thoughts of, or to mentally communicate with others.

Domination and mind control

The ability to alter the perceptions of others, and general ability to control the actions of others with the mind.

Astral trapping

Ability to cause an astral projection to stay on the astral plane, usually in one specific place.

Memory manipulation

Ability to erase or enhance the memories of another.


Ability to take control and inhabit the body of an individual.

Psionic blast

Ability to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state or death after having created a psionic link into that individual's mind.

Psychic weapons

Ability to create a weapon of psychic energy that can harm mentally and not physically.

Manipulate fundamental forces or reality

These powers may be manifested by various methods, including: by some method of molecular control; by access to, or partially or fully shifting to another dimension; by manipulating the geometric dimensions of time or space; or by some other unnamed method.


Ability to bring inanimate objects to life or to free an individual from petrification.

Darkness or shadow manipulation

Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy (the Darkforce dimension in Marvel Comics, and the Shadowlands in DC Comics) and manipulating it.

Density control

Ability to increase or decrease the natural density of an object and/or one's self.


Ability to disintegrate matter through touch or through beams.

Elemental transmutation

The ability to alter chemical elements, changing them from one substance to another by rearranging the atomic structure. May be limited to self-transmutation.

Gravity manipulation

Ability to manipulate or generate gravitons, or other types of gravitational interactions.


Ability to live forever. This may be complete immortality encompassing invulnerability, partial invulnerability to all but specific events (i.e., decapitation or exposure to a specific chemical such as kryptonite), or simply an inability to age normally.


Ability to come back to life after being killed.

Intangibility or phasing

Ability to phase through solid matter without harm.

Light manipulation

Ability to control, generate or absorb light particles.

Magnetism manipulation

Ability to control and/or generate magnetic fields.

Mass manipulation

Ability to increase or decrease mass in an object.

Microwave manipulation

The ability to convert ambient electromagnetic energy into microwaves and manipulate it into various effects such as heat, light, and radiation.

Molecular manipulation

Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level.

Probability manipulation

Ability to alter probability, causing unlikely things to happen or likely things to not happen.

Radiation manipulation

Ability to generate, manipulate or have immunity to toxic radiation.

Reality warping

Ability to change or manipulate reality itself.

Sound manipulation

Ability to manipulate sound.

Time manipulation

Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it.

Classical elements

Ability to control or manipulate the elements.

Air and wind manipulation

Ability to control, generate, or absorb air or wind.

Cold and ice manipulation

Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.

Earth manipulation

Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.

Plant manipulation

Ability to control, manipulate or animate all forms of plant life.

Electric manipulation

Ability to control, generate or absorb electric fields.

Fire and heat manipulation

Ability to control the kinetic energy of atoms to generate, control or absorb fire.

Water and moisture manipulation

Ability to control, generate or absorb water.

Weather manipulation

Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather.

Energy manipulation

These powers deal with energy generation, conversion and manipulation. In addition to generic energy, versions of these powers exist that deal with such things as light, sound, electricity, nuclear energy, and the Darkforce dimension.

Concussion beams

Ability to generate or transform various forms of energy into a "solid" or concussive beam of energy.

Energy blasts

Ability to expel various forms of energy from the body.

Energy constructs

Ability to create complex shapes (such as giant boxing gloves or cages) or even functional machinery (such as fire extinguishers or laser rifles) out of solid energy.

Energy conversion

Ability to absorb one form of energy and convert it into another form of energy.

Force field generation

Ability to project powerful fields of manipulated energy.

Transportation or travel

Dimensional transportation

Ability to create wormholes, portation "discs" or other spatial portals for transport between two non-adjacent locations.

Electrical transportation

Ability to travel through electrical conduits (such as power lines or telephone lines). Can enter through devices such as televisions, electrical poles or computers.


Ability to be present anywhere and everywhere always.


Ability to summon objects for assistance. This may range from invoking simple implements to mighty familiar spirits.

Superhuman speed

Ability to move at speeds much faster than a normal human.


Ability to move from one place to another without occupying the space in between.

Time travel

Ability to travel back or forth through time.


The following powers could be manifested in any number of ways.


Ability to lift off the ground, to ride air currents or to fly self-propelled through the air.

Different forms of flight include:

Energy propulsion methods
Cosmic energy control
Energy aura projection
Gravitational manipulation
Magnetic levitation
Molecular manipulation
Sonic repulsion field
Telekinetic power
Thermo-chemical energy
Physical propulsion methods
  • Wind current control


Ability to alter or deceive the perceptions of another. Can be sensory, a light or sound-based effect, or an alteration of mental perceptions.


Ability to change appearance or body structure.

Types of shapeshifting include:

  • Inorganic: Ability to transform completely into an inorganic substance while retaining organic properties.

Notes and references

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  5. ^ Nexus #1.
  6. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 254. ISBN 0-7566-0592-X. 
  7. ^ The Authority vol. 5 #1.
  8. ^ Strange Tales #110.
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  14. ^ The Origin of Mister Mxyzptlk
  15. ^ Fantastic Four #11.
  16. ^ Deadpool: The Circle Chase #2.
  17. ^ Adventures of Superman #500.
  18. ^ The Drummer #3.
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  21. ^ Stormwatch #1.
  22. ^ Marvel Super Heroes (2nd series) #11.
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  26. ^ Uncanny X-Men #148.
  27. ^ Wolverine (3rd series) #43.
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See also

External links


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