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.)
- Mass Spell (3.5e Feat) + (Your spells can benefit more targets.)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Introduction + (You blood is black like oil, and thick like sludge, seeping out of your wounds and your pores like some grotesque infection.)
- Lunatic Spell (3.5e Feat) + (Your spells cause madness in all who are struck by them.)
- Speedy Spells (3.5e Feat) + (Your spells come out faster)
- Universal Caster (3.5e Trait) + (Your spells count as arcane and divine, but that only helps for pre-requisites.)
- Umbral Spell (4e Feat) + (Your spells create an area of darkness.)
- Radiant Spell (4e Feat) + (Your spells create an area of light.)
- Annihilating Spell (3.5e Feat) + (Your spells destroy the bodies of your victims.)
- Glowing Spell (3.5e Feat) + (Your spells glow, and leave glowing residue behind.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- Holy Spellcasting (3.5e Feat) + (Your spells reek of Holy Magic. And you can smite undead... well, dead.)
- Persistent Spell (3.5e Feat) + (Your spells stay around longer than the average mage.)
- Safeguard Spell (3.5e Feat) + (Your spells won't affect you, allowing you to target places too close for comfort.)
- Vita Purge (3.5e Maneuver) + (Your spirit and body are one, and through will alone you can purge yourself of toxins.)
- Spiritual Resistance (3.5e Maneuver) + (Your spirit and mind are one, and as master of the spirit you are not as easy to ply as others.)
- Intervene (3.5e Feat) + (Your spirit and willingness to sacrifice yourself are a true testament to the lengths you'll go to let your own flesh me torn for the good of your team.)
- Binding Ring (3.5e Flaw) + (Your spirit has been bound with a special ring, which can be used to control you. Currently, it's in your possession, but if anyone else gets their hands on it.)
- Spiritual Reflexes (3.5e Maneuver) + (Your spirit is aware of what you are not, granting your the precognition to move out of harms way.)
- Soul Mirror (3.5e Maneuver) + (Your spirit protects you from harmful magic, knocking it back to its source when it can.)
- Ravenous Spirit Theft (3.5e Feat) + (Your spirit theft ability deal an extra 2d10 damage..)
- Spiritual Pressure (3.5e Maneuver) + (Your spiritual body is much larger and imposing than your physical body, and you can impose its presence upon the material world to seem bigger than you are.)
- Anima Wave (3.5e Maneuver) + (Your spiritual energy erupts from your hands, blowing away the opposition!)
- Rushing Cascade Stance (3.5e Maneuver) + (Your spiritual energy torrents into your body and pushes your attacks faster and faster, becoming a blur of strikes.)
- Pressure (3.5e Feat) + (Your spiritual presence wears people down faster than normal, expending their resources at an accelerated rate.)
- Hard Light (3.5e Feat) + (Your sprites can carry things.)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)