Esper abilities

Esper abilities are effects inherent to esper characters, which are either passive or activated at any time during a Duel, if the activation timing is correct. All espers have at least 1 activated effect, and gain an additional effect/have older effects powered up for each Level they gain. Their most powerful/recent abilities cost 1000 LP to use, while their lesser abilities cost 500 LP. Passive effects do not require maintenance costs.

Since having such abilities is overwhelmingly powerful and can be considered a huge disadvantage for anyone without them, non-espers usually run large numbers of floodgates that specifically target opponents who can activate them, such as Capacity Down.

Universal

 * If you Ritual Summon a monster: You lose 1000 LP, also, you must Tribute monsters whose Levels equal twice the normal number necessary to Ritual Summon that monster.
 * If you Fusion Summon a monster: Halve your LP.
 * If the effect of a Ritual or Fusion Summoned monster would be applied: Halve your LP.

Kamijou Touma
Deck: 
 * (∅) You and all cards in your possession are unaffected by any effects that are not printed on a card.

Misaka Mikoto
Deck:  s
 * (5) Once per turn, at any point during either player's turn, if the ATK of monsters on the field are changed by a card effect: You can multiply that change in ATK by 4.
 * (4) Once per turn, during either player's turn, if you destroy monsters you control with a card effect: You can draw 1 card for each monster destroyed.
 * (3) Once per turn: You can target 1 Machine-type monster your opponent controls; banish it, or take control of it until the End Phase.
 * (2) When a monster you control attacks, your opponent cannot target monsters you control with card effects until the end of the Damage Step.
 * (1) Once per turn: You can treat all monsters you currently control as LIGHT Thunder-type monsters.

Tsuchimikado Motoharu
Deck:  Pendulum / 
 * (∅) Once per Duel, if your Life Points would become 0, your Life Points become 100 instead.

Shirai Kuroko
Deck: 
 * (4) Once per turn: You can add 1 Quick-Play Spell Card from your Deck to your hand.
 * (3) During your opponent's turn, when your opponent activates a card or effect that would Special Summon a monster(s): You can destroy 1 monster you control; change that card's effect to "Destroy 1 card in your hand."
 * (2) Once per turn, when a monster you control is targeted by a card effect: You can move that monster to an unoccupied adjacent Monster Zone; negate that effect.
 * (1) Once per turn: You can destroy 1 monster in your hand; inflict damage to your opponent equal to that monster's Level x 100.

Himegami Aisa
Deck: 
 * (3) When a Zombie-type monster attacks your Life Points directly: You can banish that monster, then inflict damage to your opponent equal to that monster's original ATK.
 * (2) Once per turn, when a Zombie-type monster attacks your Life Points directly: You can increase the ATK of 1 Fairy-type monster you control by the combined ATK and DEF of the attacking monster, until your next End Phase.
 * (1) You can make all attacks from your opponent's Zombie-type monsters direct attacks.

Sisters
Deck: s
 * (2) When a monster you control attacks, your opponent cannot target monsters you control with card effects until the end of the Damage Step.
 * (1) Once per turn: You can treat all monsters you currently control as LIGHT Thunder-type monsters.

Accelerator
Deck: s (Effect #3 does not require a LP cost.)
 * (5) During either player's turn, if you have an Extra Deck: You can treat your Extra Deck as having 0 monsters, until the End Phase.
 * (4) During either player's turn, if you would take battle damage: You can have your opponent take that damage instead.
 * (3) During either player's turn, if you would take effect damage or pay Life Points: You can send 1 Trap Card from your Deck to the Graveyard; negate that damage, then all monsters your opponent controls lose ATK equal to the amount of damage or payment negated by this effect.
 * (2) During your End Phase, if you only conducted either Normal or Special Summons this turn: You can draw 1 card for every 2 monsters you control.
 * (1) If a card you control is destroyed: You can target 1 card your opponent controls; destroy it.

Musujime Awaki
Deck:  
 * (4) Once per turn: You can add 1 Quick-Play Spell Card from your Deck to your hand.
 * (3) During your opponent's turn, when your opponent activates a card or effect that would Special Summon a monster(s): You can shuffle 1 of your banished monsters into the Deck; change that card's effect to "Destroy 1 card in your hand."
 * (2) Once per turn: You can destroy 1 monster from your Deck.
 * (1) Once per turn, when your opponent targets a monster they control with a card effect: You can move that monster to an unoccupied adjacent Monster Zone; negate that effect.

Uiharu Kazari
Deck: 
 * (1) Once per turn: You can target 2 FIRE monsters you control, then declare a Level equal to or between either of those monsters' Levels; make those monster's Levels that declared Level until the End Phase.

Hamazura Shiage
Deck: 
 * (∅) You never take battle damage if the amount is 100 or less.

Kongou Mitsuko
Deck: 
 * (4) After every 2 Summons you conduct during your Main Phases: You can shuffle 1 card your opponent controls into the Deck.
 * (3) Once per turn: You can send 1 face-up Spell/Trap Card you control to the Graveyard, then target 2 Spell/Trap Cards your opponent controls; destroy them.
 * (2) If your opponent controls more monsters than you do: You can make all attacks during each of your Battle Phases direct attacks.
 * (1) When an opponent's monster declares a direct attack: You can halve all battle damage you take this turn.

Saten Ruiko
Deck: 
 * (∅) You never take effect damage if the amount is 100 or less.

Konori Mii
Deck: 
 * (3) Once per turn: You can declare a card name; if your opponent has that card in their hand or Set on their field, make them place that card in your hand.
 * (2) During either player's turn, if your opponent adds a card to their hand, except by drawing it: You can make your opponent play with their hand revealed until the End Phase.
 * (1) Once per turn: You can target 1 Set card your opponent controls; flip it face-up, then return it to its original position.

Nunotaba Shinobu
Deck: 
 * (∅) Face-up Defense Position monsters your opponent controls cannot attack.

Frenda Seivelun
Deck: 
 * (∅) Your opponent cannot negate effect damage.

Kinuhata Saiai
Deck: 
 * (4) During either player's turn, if you would take battle damage: You can negate that damage. If you discard 1 Spell Card to activate this effect, you do not have to pay LP.
 * (3) Once per turn, if a monster you control attacks an opponent's monster that has a lower Level/Rank than that monster: You can activate this effect; your opponent takes doubled battle damage from that battle.
 * (2) You never take effect damage if that damage is equal to or lower than the ATK of any monster you control.
 * (1) Once per turn, if your opponent activates a Trap Card in response to the activation of a Spell Card in your possession: You can negate that Trap Card's activation, and if you do, shuffle that card into the Deck.

Mugino Shizuri
Deck:  s
 * (5) Once per turn: You can activate this effect; all monsters you control inflict doubled battle damage this turn.
 * (4) During either player's turn, if a monster you control is destroyed by a card effect: You can draw 1 card.
 * (3) Once per turn, if you activate an Xyz Monster's effect that targets exactly 1 monster on the field: You can apply that effect to any number of face-up monsters on the field.
 * (2) When a monster you control attacks, your opponent cannot activate Trap Cards until the end of the Damage Step.
 * (1) Once per turn: You can treat all monsters in your possession as LIGHT Psychic-type monsters.

Takitsubo Rikou
Deck: 
 * (4) Once per turn: You can target 1 monster in your opponent's Extra Deck; while that card remains in the Extra Deck, or is on the field or in the Graveyard, your opponent takes 500 damage during each Standby Phase.
 * (3) If a monster you control is destroyed and sent to the Graveyard: You can send 1 monster from your Deck to the Graveyard, then, if you have 2 banished monsters with different original Attributes, you can add 1 Field Spell Card from your Deck to your hand.
 * (2) Once per turn, if you activate a monster effect in the Graveyard: You can draw 1 card.
 * (1) Your opponent cannot activate cards or effects in response to "Rank-Up-Magic" Spell Cards.