Search by property
This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Wrong Place, Right Time (3.5e Feat) + (You get under your opponent's feet at just the right time, causing them to move as you like.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Marathon (3.5e Power) + (Double overland speed.)
- Detonation (TOToM Spell) + (A big burst of energy that knocks people over and blinds or deafens them.)
- Sonorous Spell (3.5e Feat) + (Your sonic spells ruin the earing of their victims.)
- Lightning Soul (3.5e Feat) + (Your soul is linked to the elemental planes of Electricity.)
- Ignan Soul (3.5e Feat) + (Your soul is linked to the elemental planes of Fire.)
- Frozen Soul (3.5e Feat) + (Your soul is linked to the elemental planes of cold)
- Empyrean Incarnation (3.5e Invocation) + (Your soul leave your mortal body allowing you to roam around as a ghost.)
- Expanded Corpse Investment (3.5e Feat) + (Your soul's tie to necrocarnum allows you to maintain more essentia in a single corpse.)
- Promethian Breath (3.5e Feat) + (Your soulfire has intensified, reaching into the primordial essense of itself, and bursting forth with even greater power.)
- Monstrous Hand (3.5e Feat) + (Your species doesn't really have "hands", but now you can use whatever counts as limbs for hands!)
- Aquaborn (3.5e Template) + (Your species is normally terrestrial, but your breed is of the aquatic sort.)
- Sentient Spell (3.5e Feat) + (Your spell auto-concentrates for you, and can make spell choices with no action on your part.)
- Disrupting Spell (4e Feat) + (Your spell cause a -2 penalty the target's attack rolls made as part as non-martial powers.)
- Coercive Spell (4e Feat) + (Your spell cause a -2 penalty to the target's will defence.)
- Tracerlight Spell (3.5e Feat) + (Your spell leaves a tracer behind and marks your opponent.)
- Multiclassed Vancian (3.5e Feat) + (Your spell slots remain level-appropriate.)
- Witchcraft (3.5e Flaw) + (Your spellcasting depends on archaic, blasphemous rites that are usually not seen in a favorable light.)
- Magical Depths (3.5e Trait) + (Your spellcasting potential is as deep as the sea, but its size makes your available energy not very dense.)
- Magical Potency (3.5e Trait) + (Your spellcasting potential is rich and powerful, but its dense state doesn't give you much to work with.)
- Icy Spell (3.5e Feat) + (Your spells are able to leave slippery ice)
- Unholy Spellcasting (3.5e Feat) + (Your spells are evil. Evil. and once more for emphasis: EVIL.)
- Selective Spell (3.5e Feat) + (Your spells are laser-focused on only particular types of creature or objects.)
- SRD:Antipsionic Magic + (Your spells are more potent when used against psionic characters and [[SRD:Psionic Subtype|creatures]].)
- Desert Shamanism (3.5e Feat) + (Your spells are more powerful when casted in deserted environments.)
- World-Shaker (3.5e Feat) + (Your spells are so strong that the very fabric of reality shakes when they are cast.)
- Powerful Metamagic (3.5e Feat) + (Your spells are strong. Really.)
- Unbelievable Spell (3.5e Feat) + (Your spells are too good to be true. Oddly enough, they are.)
- Mass Spell (3.5e Feat) + (Your spells can benefit more targets.)