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
- Flash Before the Eyes (3.5e Grim Alteration) + (Targets within a 60 foot cone become [[SRD:Fascinated|fascinated]].)
- Gorgon's Glare (3.5e Spell) + (Targets within cone become petrified, succumbing at once or slowly over several rounds.)
- Casting Runes (3.5e Trait) + (Tatoos of power are inscribed on your skin.)
- Taunt (3.5e Spell) + (Taunt creatures to attack you.)
- Lesser Scorpionfolk (3.5e Race) + (Taurics born in the harsh desert, lesser scorpionfolk are half human, half scorpions.)
- Shock Sting (3.5e Spell) + (Taze your opponents to stun them, or take them in nonlethally.)
- Team Rocket Executive (3.5e Prestige Class) + (Team Rocket blasts off at the speed of light!)
- Red Moon Claw (3.5e Maneuver) + (Tear a grievous bleeding wound in your foe, at the cost of being reckless and easier to hit.)
- Crimson Moon Fang (3.5e Maneuver) + (Tear a grievous wound in your opponent, crippling one of their limbs.)
- Essence Rip (3.5e Spell) + (Tear away part of your target's [[Essence (3.5e Other) | Essence]].)
- Restore Essence (3.5e Spell) + (Tear away part of your target's [[Essence (3.5e Other) | Essence]].)
- Blood Moon Frenzy (3.5e Maneuver) + (Tear the enemy limb from limb, dismembering them.)
- Flaying Strike (3.5e Maneuver) + (Tear the skin, reducing the opponent's natural armor bonus.)
- Demon Goat Mask (3.5e Equipment) + (Technically a cursed item, the demon goat mask is the skull of a particular brand of fiend which enables dark powers over the natural world.)
- Warp Dust (3.5e Equipment) + (Technically a drug, warp dust is a rare and potent substance refined from the sand and rocks of lands touched by the Far Realm's presence.)
- Dream Haze (3.5e Equipment) + (Technically a poison, this powerful hallucinogen can show you the future... or bring you on a bad trip.)
- Local Anesthetic (3.5e Equipment) + (Technically a useful poison employed by medics, local anesthetics dull the pain in an area.)
- Blood Pin Hilt (3.5e Equipment) + (Technically an augmentation to a pre-existing weapon hilt, this blood pin has a small needle which can sample blood, or inject poison as a trap.)
- Technomage (3.5e Class) + (Technomages are magic users that works similarly to warlocks, but they have a more academic approach and are also experts with technology, constructs and bots.)
- Telekill Alloy (3.5e Equipment) + (Telekill alloy is a silvery metal, which is non-magnetic and highly resistant to rust and corrosion. The particular call to fame of telekill alloy is that it possesses a strong anti-telepathy channel, which make it useful in various uses and applications.)
- L'ei Kaszim Graviton Manipulation (3.5e Power) + (Telekinesis was small time, this version is the big daddy.)
- Crush (3.5e Maneuver) + (Telekinetically constrict your opponent.)
- Psychic Pin (3.5e Maneuver) + (Telekinetically grapple your opponent.)
- Phantom Sword (3.5e Spell) + (Telekinetically launch a ghostly sword which damages all opponents in a line.)
- Psionic Mass Charge (3.5e Power) + (Telekinetically move with near light speed, flinging creatures out of your way.)
- Ghostwise (5e) + (Telepathic Halflings)
- Space Hamster (5e) + (Telepathic hamster native to [[Wildspace (5e)|Wildspace]].)
- Galea's Get Up Get Down (3.5e Spell) + (Teleport a creature to be standing or laying down in the same space.)
- Rook's Flight (3.5e Maneuver) + (Teleport a long distance in a straight line and maybe stab someone at the end.)
- User:DraconicMan/Teleport (3.5e Spell) + (Teleport a short distance with a small delay.)
- Eldritch Escape (3.5e Invocation) + (Teleport a short distance, dealing area damage both where you teleported from and where you land.)
- Area Teleport (3.5e Spell) + (Teleport an entire ship, castle, or town.)
- Shadow Death Strike (3.5e Maneuver) + (Teleport and make a single attack; Fortitude save or death, attack is considered a critical hit)
- Step of the Shadow Assassin (3.5e Maneuver) + (Teleport and make a single attack; attack is considered an automatic critical hit)
- Shadow Drop (3.5e Maneuver) + (Teleport and make a single attack; target becomes flat-footed against this attack.)
- Lightning Strikes Twice (3.5e Spell) + (Teleport anywhere in Long range, enemies near your beginning and end points take electricity damage.)
- Step into Night (3.5e Maneuver) + (Teleport into hiding spot; leaves image that lasts for 1 round)
- Close on the Damned (3.5e Maneuver) + (Teleport near your target.)
- Blood Walk (3.5e Maneuver) + (Teleport through the bodies of blood bearing creatures, and sometimes arrive on the other end with explosive results.)
- Sands I- Sands (3.5e Phrase) + (Teleport through time.)
- Single Step (3.5e Maneuver) + (Teleport to where you can go.)
- Knight's Move (3.5e Maneuver) + (Teleport up to twice your movement speed, though you must teleport next to an opponent.)
- Temporary Teleport (3.5e Spell) + (Teleport, but it doesn't last and you are shunted back shortly after.)
- Improved Dimension Door (3.5e Spell) + (Teleports you a short distance, and allows you to act immediately afterwards.)
- Ishara's Enticing Directive (3.5e Spell) + (Tell one creature to give you object, creature approaches, gives over.)
- Hindsight (3.5e Spell) + (Tells you whether certain actions will bring good or bad result, but only after the event has already transpired.)
- Telum Weaponmaster (3.5e Racial Substitution Levels) + (Telum fighters, being literally embodied weapons, seek to become masters of combat and deepen their connection with their weapon souls.)
- Templar (3.5e Class) + (Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.)
- SRD5:Paladin + (Temple guards and holy warriors)
- Passive Immunity (3.5e Maneuver) + (Temporarily boost your immune system with extra antibodies to fend off stuff that tries to hurt you from the inside.)
- Causal Reductionism (3.5e Maneuver) + (Temporarily convince everyone that the target is to blame for some event.)