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** All psionic characters gain a perk called "psionic focus", which at its basic can help with Concentration checks, and furthermore with many psionic feats depending on keeping or expending your psionic focus. However, such characters need to keep at least 1 power point in their reserve to benefit off the psionic focus; if this last point absolutely needs to be spent, the psionic focus is unavailable until they can rest.

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** All In 3.0, some psionic characters gain abilities function only while the character has a perk called minimum number of [[{{Mana}} power points]] remaining. In 3.5 these abilities instead function only while the character is maintaining "psionic focus", focus" (a type of [[ChargedAttack psychic charge]] which at its basic can help with Concentration checks, and furthermore with many psionic feats depending on keeping or expending your psionic focus. However, such characters need to keep at least 1 power point in their reserve to benefit off the psionic focus; if this last point absolutely needs to be spent, the built up, then expended for certain benefits); however, a character cannot retain psionic focus while their power point reserve is unavailable until they can rest.completely empty.


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* CanonDiscontinuity: The 3.0 ''Psionics Handbook'' included a number of strange and awkward mechanics, including "psionic combat modes" and tying each discipline to a different ability score. Its much better-received 3.5 replacement ''Expanded Psionics Handbook'' not only updates but completely overhauls the psionics system to have a ''different'' set of special mechanics, to the point where much of the supplemental material for 3.0 psionics cannot be directly converted.


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* ChargedAttack:
** In 3.5, any psionic character can take a full-round action to gain [[MeditationPowerup "psionic focus"]], which they may expend to gain a bonus on a Concentration check. Besides this basic effect, there are a number of feats and class features which are either fueled by expending psionic focus (e.g. Psionic Weapon, which can convert it into +2d6 damage on a single attack), or grant bonuses while retaining psionic focus (e.g. the illithid slayer's Cerebral Immunity, which grants a PsychicBlockDefense while focused). There are also mechanics which allow a character to gain psionic focus more quickly, or retain up to two focuses at once.
** The 3.5 soulknife has the Psychic Strike ability, which charges their mind blade to deal bonus damage on their next attack. The Mind Cleave feat allows them to charge their Psychic Strike instantly whenever they deal a killing blow.
** The "channelled" line of spells in ''Player's Handbook II'' and ''Complete Mage'' have variable casting times, producing a weaker or stronger version of their effect depending on whether they're cast as a swift, standard or full-round action, or by spending 2 full rounds.
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Crosswicking.

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* PerceptionFilter:
** Apart from ''psionic'' invisibility, which is, obviously, a JediMindTrick, regular ''invisibility'' is an illusion spell, so it affects the visual perception of the observers so they won't see the invisible target. That's why most ''invisibility'' spells are immediately ended if the subject attack anybody since that is much harder to ignore. Third edition spells this out even more clearly: some forms of invisibility are glamers (mind-affecting tricks), while others are images (visual illusions). It's important because of the wide range of enemies, some of whom (zombies and giant ants, for example) have no mind to affect.
** Undead are among the creatures immune to standard mind-affecting magic, but in turn spells specialized against them for this purpose do exist -- especially ''hide from undead'' which affects absolutely all of their mystical senses. Some other spells (such as ''shroud of undeath'' or ''undead mask'') don't make one invisible to undead, but instead [[PretendWereDead make the subjects appear as other undead]] rather than living beings, which generally mean they will be ignored. In both cases, actually attacking an undead will usually end the effect, as with regular ''invisibility''.

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* CastFromExperiencePoints: In 3rd and 3.5 editions, crafting magical items cost XP for the maker, in addition to stiff cost in gold. Many powerful spells are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle''). Not only this dissuade players to cast them too often if they want to progress in their class, but it introduces an additional limitation: the rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells cannot be cast at all if a character can't invest enough XP.

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* CastFromExperiencePoints: In 3rd and 3.5 editions, crafting magical items cost XP for the maker, in addition to stiff cost in gold. Many powerful spells are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle''). Not only this dissuade dissuades players to cast them too often if they want to progress in their class, but it introduces an additional limitation: the rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells cannot be cast at all if a character can't invest enough XP.



** One minor exception for skill checks is Use Magic Device and Use Psionic Device: failing a check with a natural 1 means there can be no retry with this item for 24 hours.



* FictionalAgeOfMajority: In 3.5 Edition humans reach majority at 15, whereas elves, who can expect to live into their 500s, do at 110.

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* FictionalAgeOfMajority: In 3.5 Edition Edition, humans reach majority at 15, whereas elves, who can expect to live into their 500s, do at 110.



** ''Mark of the outcast'' (''Underdark'') is a minor curse putting a mark visible to all on the subject's head, giving penalties to bluff and diplomacy checks.

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** ''Mark of the outcast'' (''Underdark'') is a minor curse putting a mark visible to all on the subject's head, giving penalties to bluff Bluff and diplomacy Diplomacy checks.



** The dolghast from ''Magic of Eberron'' is an Aberration with a body that's constantly healing and rotting, giving it the "Half-Dead" special quality. In addition to gaining some of the immunities of undead (including a 50% chance of negating critical hits), it has a unique interaction with positive and negative energy - ''both'' are harmful to it, but if it succeeds on its saving throw against such an effect (which would normally negate or reduce damage) it's converted to healing instead.

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** The dolghast from ''Magic of Eberron'' is an Aberration with a body that's constantly healing and rotting, giving it the "Half-Dead" special quality. In addition to gaining some of the immunities of undead (including a 50% chance of negating critical hits), it has a unique interaction with positive and negative energy - -- ''both'' are harmful to it, but if it succeeds on its saving throw against such an effect (which would normally negate or reduce damage) it's converted to healing instead.



** Most notably, the Abyssal Heritor category of feats, which are drawing on some demonic ancestry. Each of them induces a -2 penalty to a specific, different skill, for various reasons. Also, having more than one Abyssal Heritor feat will skew the character's alignment toward Chaotic, if not already (and those feats get more powerful the more you have, which is a strong motivation to take several).

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** Most notably, the Abyssal Heritor category of feats, feats (from ''Fiendish Codex I: Hordes of the Abyss''), which are drawing on some demonic ancestry. Each of them induces a -2 penalty to a specific, different skill, for various reasons. Also, having more than one Abyssal Heritor feat will skew the character's alignment toward Chaotic, if not already (and those feats get more powerful the more you have, which is a strong motivation to take several).
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* PowerAtAPrice: Some feats have disadvantages in addition to the perks they provide.
** Most notably, the Abyssal Heritor category of feats, which are drawing on some demonic ancestry. Each of them induces a -2 penalty to a specific, different skill, for various reasons. Also, having more than one Abyssal Heritor feat will skew the character's alignment toward Chaotic, if not already (and those feats get more powerful the more you have, which is a strong motivation to take several).
** The Craven feat offers an excellent boost to any rogue using sneak attacks, but also comes with a penalty to fear saves.
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** The Wu Jen is another arcane base class using a spell book (or an oriental-flavored equivalent). A few {{Prestige Class}}es also uses spell books without formal wizard training -- Chameleon, Corrupt Avenger, Cultist of the Shattered Peak, Death Master, Ebonmar Infiltrator, Hoardstealer, Merchant Prince, Prime Underdark Guide, Telflammar Shadowlord, Thayan Slaver...

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** The Wu Jen is another and Death Master are also arcane base class classes using a spell book (or an oriental-flavored equivalent). equivalent in the Wu Jen's case). A few {{Prestige Class}}es also uses spell books without formal wizard training -- Chameleon, Corrupt Avenger, Cultist of the Shattered Peak, Death Master, Ebonmar Infiltrator, Hoardstealer, Merchant Prince, Prime Underdark Guide, Telflammar Shadowlord, Thayan Slaver...



* VagueStatValues: DetectMagic, DetectEvil, and similar spells only differentiate faint, moderate, strong, [[PokeInTheThirdEye overwhelming]], and residual {{aura|Vision}}s rather than reveal a specific {{Spell Level|s}} or creature level.

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* VagueStatValues: DetectMagic, DetectEvil, ''{{Detect magic}}'', ''{{detect evil}}'' and similar spells only differentiate faint, moderate, strong, [[PokeInTheThirdEye overwhelming]], and residual {{aura|Vision}}s rather than reveal a specific {{Spell Level|s}} or creature level.

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** The Iron Heart Surge technique from ''Tome of Battle: The Book of Nine Swords'' is probably the strongest non-magical form of anti-debuff, able to dispel immediately a wide array of conditions through fighting spirit. That is, if you manage to settle the endless debate over ''what'' it can exactly be used against.

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** The Iron Heart Surge technique from ''Tome of Battle: The Book of Nine Swords'' is probably the strongest non-magical form of anti-debuff, able allowing the user to dispel immediately purge themselves of a wide array of negative conditions through a burst of [[HeroicSpirit fighting spirit. spirit]]. That is, if you manage to settle the endless debate over ''what'' it can exactly be used against.against (most infamously there's an argument that a vampire can use Iron Heart Surge to extinguish the sun).



** The "Mastery of Counterspelling" ability, available to the Archmage PrestigeClass, allows them to make an upgraded {{Counterspell}} which reflects the opponent's spell rather than negating it.



** Several "evil" diseases provide growing bonuses at the cost of penalties in other areas, in effect becoming a DeadlyUpgrade. The players were quick to notice that the PrestigeClass Cancer Mage from ''Book of Vile Darkness'' can adapt to diseases, hoarding bonuses while ignoring the penalties.

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** Several "evil" diseases provide growing bonuses at the cost of penalties in other areas, in effect becoming a DeadlyUpgrade.DeadlyUpgrade (e.g. Festering Anger, which kills you by making your muscles grow out of control). The players were quick to notice that the PrestigeClass Cancer Mage from ''Book of Vile Darkness'' can adapt to diseases, hoarding bonuses while ignoring the penalties.



* {{BFS}}: In 3rd edition it was possible for a character to wield swords created for creatures much bigger (a human wielding a sword designed to be used two-handed by ''giants'', for example). 3rd also has the "Fullblade", which is explicitly an even bigger greatsword, à la ''Manga/{{Berserk}}'' and ''VideoGame/FinalFantasyVII''.

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* {{BFS}}: Weapon size rules changed between 3.0 and 3.5 - the former giving weapons a size of their own, and the latter sizing them based on the wielder but with light[=/=]one-handed[=/=]two-handed subdivisions.
**
In 3rd edition it was possible for a character to wield swords created for creatures much bigger (a human wielding a sword designed to be used two-handed by ''giants'', for example). 3rd also has the "Fullblade", which is explicitly an even bigger greatsword, à la ''Manga/{{Berserk}}'' and ''VideoGame/FinalFantasyVII''.''VideoGame/FinalFantasyVII''.
** In 3.5 it's possible for a Medium creature to wield a one-handed Large weapon in two hands... but this isn't usually any better than a regular Medium two-handed weapon, [[AwesomeButImpractical and inflicts a -2 penalty on attack rolls due to its unwieldiness]]. The Monkey Grip feat allows you to wield it in one hand instead, but even then it comes out far worse than the basic Power Attack feat (which not only allows converting accuracy into damage at a much better ratio, but can be adjusted up or down as needed).
** The "Powerful Build" ability, possessed by some races like half-giants, allows them to count as one size larger in some situations, which includes the ability to wield both Medium and Large weapons.
** Titans are Huge creatures with the ability "Use Oversized Weapon", which allows them to wield a warhammer sized for a Gargantuan creature. A PC with the Titan Bloodline can eventually receive Use Oversized Weapon "as the titan ability", which by ExactWords can result in a halfling swinging around a weapon about 16 times their own height.



** Third edition has weapons with an increased critical hit range (chance to make a critical hit), due either to their physical nature or magical enhancements. There are spells (like ''keen edge'') and feats that do likewise (e.g. "Improved Critical"). A character can concentrate on gaining as large a critical hit range as possible (though most of the time, different critical range improvements do not stack).

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** Third edition has weapons with an increased critical hit threat range (chance to make a critical hit), due either to their physical nature or magical enhancements. There are spells (like ''keen edge'') and feats that do likewise (e.g. "Improved Critical"). A character can concentrate on gaining as large a critical hit threat range as possible (though most of the time, different critical range improvements do not stack).



** The Weapon Master and Psychic Weapon Master {{Prestige Class}}es gain a +2 bonus to critical threat range which explicitly stacks with more common options like Improved Critical. They can also increase the multiplier for their critical hit damage a limited number of times per day.



** ''Eberron'' also has the Undying, beings very much like undead except that the energy that reanimates them is ''positive'' energy, the energy of life (instead of negative energy, the energy of death, like undead). Similarly, ''The Book of Exalted Deeds'' has rules for the Deathless, good-aligned beings who have come BackFromTheDead in a form powered by positive energy. It includes the wrinkle that they react to Turn Undead and Rebuke Undead in the opposite manner, being rebuked or bolstered by turning and turned or destroyed by rebuking.

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** ''Eberron'' also has the Undying, beings very much like undead except that the energy that reanimates them is ''positive'' energy, the energy of life (instead of negative energy, the energy of death, like undead). Similarly, The Deathless creature type, introduced in ''The Book of Exalted Deeds'' has rules for and expanded on by the Deathless, good-aligned ''Eberron'' setting, represents beings who have come BackFromTheDead in a form powered similar to Undead but animated by positive energy. It includes ''positive'' energy (the energy of life) instead of negative. They lack the wrinkle that they ReviveKillsZombie properties of undead (making them vulnerable to [[LifeDrain attacks which drain life force]] as a living creature would be), and react to Turn Undead and Rebuke Undead in the opposite manner, manner - being rebuked or bolstered rebuked[=/=]bolstered by turning and turned or destroyed turned[=/=]destroyed by rebuking.rebuking. Spells which distinguish undead from living creatures can generally also detect whether a creature is deathless.



* MoveInTheFrozenTime: In the 3[[superscript:rd]] edition, the ''Epic Level Handbook'' includes a feat called "Spell Stowaway" which allows a character to pick one spell and share in its effects each time it's cast within 300ft (as long as it would have a clear path to travel to you). One of the examples (used by the Phane monster) is choosing ''time stop'' so that you join the caster in their accelerated timeframe.

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** The dolghast from ''Magic of Eberron'' is an Aberration with a body that's constantly healing and rotting, giving it the "Half-Dead" special quality. In addition to gaining some of the immunities of undead (including a 50% chance of negating critical hits), it has a unique interaction with positive and negative energy - ''both'' are harmful to it, but if it succeeds on its saving throw against such an effect (which would normally negate or reduce damage) it's converted to healing instead.
* MoveInTheFrozenTime: In the 3[[superscript:rd]] edition, the The ''Epic Level Handbook'' includes a feat called "Spell Stowaway" which allows a character to pick one spell and share in its effects each time it's cast within 300ft (as long as it would have a clear path to travel to you). One of the examples (used by the Phane monster) is choosing ''time stop'' so that you join the caster in their accelerated timeframe.
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New trope.

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* BeatThemAtTheirOwnElement: From 3rd edition: Searing Spell is a feat you can apply to Fire spells to make them ignore Fire resistance, and partially BYPASS FIRE IMMUNITY! It burns so hot it can burn things that can't be burned!

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* VagueStatValues: DetectMagic, DetectEvil, and similar spells only differentiate faint, moderate, strong, [[PokeInTheThirdEye overwhelming]], and residual {{aura|Vision}}s rather than reveal a specific {{Spell Level|s}} or creature level.

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A laundry list of spell doesn't make an example, and it'll never be exhaustive anyway.


* CastFromExperiencePoints:
** In 3e crafting magical items costs XP, with powerful spells like ''wish'' and ''miracle'' also costing XP.
** In 3.5, the following common spells require XP: [[http://www.d20srd.org/srd/spells/planarAllyLesser.htm Planar Ally]] (all spells), [[http://www.d20srd.org/srd/spells/atonement.htm Atonement]], [[http://www.d20srd.org/srd/spells/commune.htm Commune]], [[http://www.d20srd.org/srd/spells/restorationGreater.htm Greater Restoration]], [[http://www.d20srd.org/srd/spells/gate.htm Gate]], [[http://www.d20srd.org/srd/spells/miracle.htm Miracle]], [[http://www.d20srd.org/srd/spells/awaken.htm Awaken]], [[http://www.d20srd.org/srd/spells/permanency.htm Permanency]], [[http://www.d20srd.org/srd/spells/vision.htm Vision]], [[http://www.d20srd.org/srd/spells/simulacrum.htm Simulacrum]], [[http://www.d20srd.org/srd/spells/limitedWish.htm Limited Wish]], and [[http://www.d20srd.org/srd/spells/wish.htm Wish]].

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* CastFromExperiencePoints:
**
CastFromExperiencePoints: In 3e 3rd and 3.5 editions, crafting magical items costs XP, with cost XP for the maker, in addition to stiff cost in gold. Many powerful spells like are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle'' also costing XP.
** In 3.5,
''miracle''). Not only this dissuade players to cast them too often if they want to progress in their class, but it introduces an additional limitation: the following common rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells require XP: [[http://www.d20srd.org/srd/spells/planarAllyLesser.htm Planar Ally]] (all spells), [[http://www.d20srd.org/srd/spells/atonement.htm Atonement]], [[http://www.d20srd.org/srd/spells/commune.htm Commune]], [[http://www.d20srd.org/srd/spells/restorationGreater.htm Greater Restoration]], [[http://www.d20srd.org/srd/spells/gate.htm Gate]], [[http://www.d20srd.org/srd/spells/miracle.htm Miracle]], [[http://www.d20srd.org/srd/spells/awaken.htm Awaken]], [[http://www.d20srd.org/srd/spells/permanency.htm Permanency]], [[http://www.d20srd.org/srd/spells/vision.htm Vision]], [[http://www.d20srd.org/srd/spells/simulacrum.htm Simulacrum]], [[http://www.d20srd.org/srd/spells/limitedWish.htm Limited Wish]], and [[http://www.d20srd.org/srd/spells/wish.htm Wish]].cannot be cast at all if a character can't invest enough XP.
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* MsFanservice: [[https://eberron.fandom.com/wiki/Mialee Mialee]] the elven female wizard, an iconic character who appears in the illustrations of many a sourcebook in third edition, usually wears a quite revealing brown leather garment, baring her midriff, shoulders and legs.

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* AscendToAHigherPlaneOfExistence: It can be an InvokedTrope if you like in 3/3.5 edition. Standard class progression stops at level 20, but the ''TabletopGame/EpicLevelHandbook'' contains rules for advancing beyond that, with no actual cap. The easy multiclassing in that edition also means that you can simply add new classes and prestige classes pretty much forever. However, by this point game balance is non-existent so few games ever hit epic levels, and even those that do rarely go very far into them. ''Deities & Demigods'' allows your character to engage in this trope rather than just advance forever.



** Attacks are represented by rolling a twenty-sided dice and adding the character's attack bonus to the result, hitting if the total exceeds the target's Armor Class. However, if the dice lands on "1" before attack bonus is added the attack is a CriticalFailure, conversely a "natural 20" is an automatic hit and a CriticalHit if it would have hit anyways in some editions.

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** Attacks are represented by rolling a twenty-sided dice and adding the character's attack bonus to the result, hitting if the total exceeds the target's Armor Class. However, if the dice lands on "1" before attack bonus is added the attack is a CriticalFailure, conversely an automatic failure. Conversely, a "natural 20" is an automatic hit and a CriticalHit if it would have hit anyways in some editions.



* AscendToAHigherPlaneOfExistence: It can be an InvokedTrope if you like in 3/3.5 edition. Standard class progression stops at level 20, but the ''TabletopGame/EpicLevelHandbook'' contains rules for advancing beyond that, with no actual cap. The easy multiclassing in that edition also means that you can simply add new classes and prestige classes pretty much forever. However, by this point game balance is non-existent so few games ever hit epic levels, and even those that do rarely go very far into them. Deities and Demigods allows your character to engage in this trope rather than just advance forever.
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Crosswicking.

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* AttackFailureChance:
** Attacks are represented by rolling a twenty-sided dice and adding the character's attack bonus to the result, hitting if the total exceeds the target's Armor Class. However, if the dice lands on "1" before attack bonus is added the attack is a CriticalFailure, conversely a "natural 20" is an automatic hit and a CriticalHit if it would have hit anyways in some editions.
** Arcane spellcasters who [[ArmorAndMagicDontMix wear armor]] and attempt to cast spells requiring gestures to cast have a percentage chance of failing, represented by rolling a hundred-sided dice or two [=d10s=]. In ''D&D'' 3.5 and ''Pathfinder'' bards could ignore the spell failure chance for light armor and the rule was dropped entirely in later editions of both games.
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** All psionic characters gain a perk called "psionic focus", which at its basic can help with Concentration checks, and furthermore with many psionic feats depending on keeping or expending your psionic focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the psionic focus; if this last point absolutely needs to be spent, the psionic focus is unavailable until they can rest.

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** All psionic characters gain a perk called "psionic focus", which at its basic can help with Concentration checks, and furthermore with many psionic feats depending on keeping or expending your psionic focus. However, such characters need to keep at least 1 power point in their reserve to benefit of off the psionic focus; if this last point absolutely needs to be spent, the psionic focus is unavailable until they can rest.
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Crosswicking.

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** Same thing with the ''Complete Mage'' cover, featuring an albino wizard with red eyes and her hair worn in twin tails atop the head, similar to the tails of the two albino rats on her shoulders.
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YMMV pothole.


* CompetitiveBalance: 3E, [[QuirkyBard Bards]] were [[MasterOfNone largely useless as they were really too versatile for their own good]], while Druids were {{Game Breaker}}s; Fighters on the other hand were largely useless in anything that wasn't, [[CripplingOverspecialisation um, fighting]] and other physical activities like riding, climbing and balancing, and often a Druid's animal companion would outclass a Fighter PC in those regards.

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* CompetitiveBalance: 3E, [[QuirkyBard Bards]] were [[MasterOfNone largely useless as they were really too versatile for their own good]], while Druids were were[[invoked]] {{Game Breaker}}s; Fighters on the other hand were largely useless in anything that wasn't, [[CripplingOverspecialisation um, fighting]] and other physical activities like riding, climbing and balancing, and often a Druid's animal companion would outclass a Fighter PC in those regards.



** On the note of 3.x Edition, former Wizards of the Coast employee Monte Cook enforced LinearWarriorsQuadraticWizards '''''much more''''' than in previous editions. Martial classes were either mechanically schizophrenic (monks), ridiculously generic (fighters), or straight up terrible (3.5 samurai, which was a straight port of the 3.0 samurai without any reworking). Caster classes were overpowered due to both the number of overpowered spells they could get and the introduction of metamagic feats. [[CreatorsPet Wizards]] in particular were the worst about it. With 5E, Fighters are far more viable mechanically (retaining a lot of the tools they gained in 4E, for instance being the only class to keep the action surge feature) and Concentration rules for most spells limit the number of magical effects casters can keep up at one time, making the playing field much more even.

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** On the note of 3.x Edition, former Wizards of the Coast employee Monte Cook enforced LinearWarriorsQuadraticWizards '''''much more''''' than in previous editions. Martial classes were either mechanically schizophrenic (monks), ridiculously generic (fighters), or straight up terrible (3.5 samurai, which was a straight port of the 3.0 samurai without any reworking). Caster classes were overpowered due to both the number of overpowered spells they could get and the introduction of metamagic feats. [[CreatorsPet Wizards]] Wizards in particular were the worst about it. With 5E, Fighters are far more viable mechanically (retaining a lot of the tools they gained in 4E, for instance being the only class to keep the action surge feature) and Concentration rules for most spells limit the number of magical effects casters can keep up at one time, making the playing field much more even.



** The 3[[superscript:rd]] edition ''Planar Handbook'' includes the 5[[superscript:th]]-level ''death throes'' spell, which makes the caster explodes violently if he or she is killed. It ranks fairly high in the UselessUsefulSpell category, since it destroys the body and thus makes resurrection more difficult. Although it can become a GameBreaker if used intelligently, [[spoiler:for example combined with the ''magic jar'' spell...]].

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** The 3[[superscript:rd]] edition ''Planar Handbook'' includes the 5[[superscript:th]]-level ''death throes'' spell, which makes the caster explodes violently if he or she is killed. It ranks fairly high in the UselessUsefulSpell category, since it destroys the body and thus makes resurrection more difficult. Although it can become a a[[invoked]] GameBreaker if used intelligently, [[spoiler:for example combined with the ''magic jar'' spell...]].
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* FooledByTheSound: Auditory illusion spells such as ''ventriloquism'' grant listeners a saving throw to disbelieve them.

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Crosswicking.


* TortureIsIneffective: ''The Book of Vile Darkness'' included rules for torture that increased one's susceptibility to Bluff checks by how successful the torture was. In other words, the better you are at getting the subject to say ''anything at all'', the more likely you are to fall for them ''lying''.

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* TortureIsIneffective: ''The Book of Vile Darkness'' included includes rules for torture that increased increase one's susceptibility to Bluff checks by how successful the torture was.is. In other words, the better you are at getting the subject to say ''anything at all'', the more likely you are to fall for them ''lying''.


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* UncattyResemblance:
** The sourcebook ''Complete Arcane'' features a wizard on the cover who looks a lot like the cat familiar perched on his shoulder: they both have glowing eyes, black hair, bangled dreadlocks/tail, and a chinstrap of gray hairs.
** Changeling wizards can choose the "Morphic Familiar" power through a racial substitution level, giving their minion the same VoluntaryShapeshifting as its master, so it can appear as any other animal commonly made into a familiar.

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* AttackSpeedBuff: The spell Haste in 3.5 Edition grants targets one extra attack when they make a full attack on their turn, in addition to other perks. This is a substantial {{Nerf}} from the 3rd edition version, which grants [[ExtraTurn an extra action per turn]].

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* AttackSpeedBuff: The spell Haste ''haste'' in 3.5 5th Edition grants targets one extra attack when they make a full attack on their turn, in addition to other perks. This is a substantial {{Nerf}} from the 3rd edition version, which grants [[ExtraTurn an extra action per turn]].



* BarehandedBladeBlock: The third edition version of ''Oriental Adventures'' has the feat "Grappling Block" to perform a bare-handed block against melee weapons and disarm the opponent (though it can also be used with a sai or jitte). It happens during an attack and count as an attack of opportunity. However, it has no less than ''five'' feat prerequisites, which makes it unlikely that any character will bother with it.

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* BarehandedBladeBlock: The third edition version of ''Oriental Adventures'' has the feat "Grappling Block" to perform a bare-handed block against melee weapons and disarm the opponent (though it can also be used with weapons such as a sai or jitte). It happens during an attack and count as an attack of opportunity. However, it has no less than ''five'' feat prerequisites, which makes it unlikely that any character will bother with it.



** Also, in rules supplements like the ''Arms and Equipment Guide'', you'll find a variety of little bits-and-pieces items, like a stick of chalk, a hacksaw blade, extremely long pieces of string, a piece of ebony wood, and a bag of marbles. Each of these were individual items that had shown up in a variety of different other modules by one lone, clever writer, and since they're mundane items they are remarkably cheap (some not even breaking a single gold piece). It only takes a player willing to comb through the book and dedicate maybe a hundred gold of his budget (which, again, represents thousands and thousands of gold) to always have the right tool for an obscure job.

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** Also, in In rules supplements like the ''Arms and Equipment Guide'', you'll find a variety of little bits-and-pieces items, like a stick of chalk, a hacksaw blade, extremely long pieces of string, a piece of ebony wood, and a bag of marbles. Each of these were individual items that had shown up in a variety of different other modules by one lone, clever writer, and since they're mundane items they are remarkably cheap (some not even breaking a single gold piece). It only takes a player willing to comb through the book and dedicate maybe a hundred gold of his budget (which, again, represents thousands and thousands of gold) to always have the right tool for an obscure job.



* ForcedAddiction: As part of the ''Book of Vile Darkness''[='=] DrugsAreBad theme, there's a spell to inflict a drug addiction with a touch, using the drug in question as an EyeOfNewt.

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* ForcedAddiction: As part of the ''Book of Vile Darkness''[='=] DrugsAreBad theme, there's a spell to inflict a drug addiction with a touch, using the drug in question as an EyeOfNewt.a [[EyeOfNewt material component]].



** Many creatures, such as plants, slimes, insects and other arthropods, {{Golem}}s and TheUndead are immune to hypnosis and all other mind-effecting magic. Depending on the edition there can be specific methods or techniques to bypass the immunities of some of them (such as various PestController options for arthropods) or exceptions to the general rule (for example, in 3E the immunity of plants, ooze and arthropods was based on that they don't really ''have'' a mind to control in the way animals have -- so things or variants that granted them some degree of thought also tended to remove the immunity).

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** Many creatures, such as plants, slimes, insects and other arthropods, {{Golem}}s and TheUndead are immune to hypnosis and all other mind-effecting magic. Depending on the edition there can be specific methods or techniques to bypass the immunities of some of them (such as various PestController options for arthropods) or exceptions to the general rule (for example, in 3E the immunity of plants, ooze and arthropods was is based on that they don't really ''have'' a mind to control in the way animals have -- so things or variants that granted them some degree of thought also tended tend to remove the immunity).immunity).
** The basic ''protection from evil/good/law/chaos'' spells, despite being low-level, will block those mind-control effects that rely on a constant link with the controller (mostly ''charm'' and ''domination'' spells), although they don't prevent the effects from taking hold, and are also quite short-lived.
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** All psionic characters gain a perk called Psionic Focus, which at its basic can help with Concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the Psionic Focus; if this last point absolutely needs to be spent, the Psionic Focus is unavailable until they can rest.

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** All psionic characters gain a perk called Psionic Focus, "psionic focus", which at its basic can help with Concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. psionic focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the Psionic Focus; psionic focus; if this last point absolutely needs to be spent, the Psionic Focus psionic focus is unavailable until they can rest.
Willbyr MOD

Added: 343

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crosswicking a new trope

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* TestOfPain: The shriver is a RoboticTortureDevice from the Nine Hells that grants [[BioAugmentation magical augmentations]] to people who can endure the literally hellish experience without passing out or screaming in pain. If they can't pass a series of saving throws that scales with the damage they've suffered, they don't get the reward.
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** ''Mark of judgement'' (''Player's Handbook II'') marks opponents of a CharacterAlignment opposed to the caster as favored target for allies during a fight.

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** ''Mark of judgement'' (''Player's Handbook II'') marks opponents of a a[[invoked]] CharacterAlignment opposed to the caster as favored target for allies during a fight.
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This time the CharacterClassSystem dominates the weaker race system, and unlike previous editions which either disallowed nonhuman races from taking certain classes or level-restricted them on classes they could take, this is the first edition of D&D to allow any race to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

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This time By far the CharacterClassSystem dominates the weaker race system, and unlike biggest change from previous editions which of D&D was the opening up of every {{character class|System}} to every race. No more were nonhuman races either disallowed nonhuman races from taking certain classes or level-restricted them on the classes that they could take, this is the first edition of D&D to allow any race to be any class with no restrictions; take; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).
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This time the CharacterClassSystem dominates the weaker race system, and unlike previous editions which either level-restricted or flat-out disallowed nonhuman races from taking certain classes, this is the first edition of D&D to allow any race to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

to:

This time the CharacterClassSystem dominates the weaker race system, and unlike previous editions which either level-restricted or flat-out disallowed nonhuman races from taking certain classes, classes or level-restricted them on classes they could take, this is the first edition of D&D to allow any race to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).
Is there an issue? Send a MessageReason:
None


This time the CharacterClassSystem dominates the weaker race system, and unlike previous editions which either level-restricted or flat-out disallowed nonhuman races from taking certain classes, this is the first edition to allow any race to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

to:

This time the CharacterClassSystem dominates the weaker race system, and unlike previous editions which either level-restricted or flat-out disallowed nonhuman races from taking certain classes, this is the first edition of D&D to allow any race to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).
Is there an issue? Send a MessageReason:
None


This time the CharacterClassSystem dominates the weaker race system, and unlike the game's previous editions, any race is able to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

to:

This time the CharacterClassSystem dominates the weaker race system, and unlike the game's previous editions, editions which either level-restricted or flat-out disallowed nonhuman races from taking certain classes, this is the first edition to allow any race is able to be any class with no restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).
Is there an issue? Send a MessageReason:
None


This time the CharacterClassSystem dominates the weaker race system, and unlike the game's previous editions, any race is able to be any class with no restrictions, and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

to:

This time the CharacterClassSystem dominates the weaker race system, and unlike the game's previous editions, any race is able to be any class with no restrictions, restrictions; and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).
Is there an issue? Send a MessageReason:
None


This time the CharacterClassSystem dominates the weaker race system, with any race being able to be any class with no restrictions, and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

to:

This time the CharacterClassSystem dominates the weaker race system, with and unlike the game's previous editions, any race being is able to be any class with no restrictions, and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).
Is there an issue? Send a MessageReason:
None


This time the CharacterClassSystem dominates the weaker race system and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

to:

This time the CharacterClassSystem dominates the weaker race system system, with any race being able to be any class with no restrictions, and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition -- half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

Added: 983

Changed: 13

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* NonIndicativeName:
** The "Plant" creature type from 3rd edition onward includes fungal creatures such as myconids.
** From the ''Tome of Battle – Book of Nine Sword'', the various martial maneuvers and stances have names a bit on the metaphorical side (inspired by real-life martial arts). The great majority are descriptive enough, but some of them... less so. In particular, the "Hydra Slaying Strike" is useful against any opponent that likes making lots of attacks per round -- but due to the wording of the hydra's attacking rules, it is the one monster not impeded at all by the move.
** The Throw Anything feat doesn't actually allow you to throw anything -- it merely removes the standard attack penalty for [[ThrowingYourSwordAlwaysWorks throwing a weapon that isn't meant to be thrown]]. As if to make fun of this, one class, Hulking Hurler, has a feature entitled ''Really'' Throw Anything, which allows the character to throw anything that they can lift without penalty.



* ReincarnatedAsANonHumanoid: As in AD&D, the results of ''reincarnate'' are based on a d100 roll and can only be an animal or a playable race. Unlike previous editions though, in 3E it's explicitly stated that a reincarnated player retains their previous intellect and retains their class abilities (with new stat modifiers from their new body); before it was left to the DM's discretion.

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* ReincarnatedAsANonHumanoid: As in AD&D, ''AD&D'', the results of ''reincarnate'' are based on a d100 roll and can only be an animal or a playable race. Unlike previous editions though, in 3E it's explicitly stated that a reincarnated player retains their previous intellect and retains their class abilities (with new stat modifiers from their new body); before it was left to the DM's discretion.



* SexuallyTransmittedSuperpowers: The ''Book of Vile Darkness'' and ''Book of Exalted Deeds'' sourcebooks for 3.5E have the feats "Lichloved" and "Nymph's Kiss", both of which provide some minor magical benefits in exchange for maintaining "friendly" relationships with an intelligent undead or fey being, respectively. While technically neither one require the relationship to be sexual, it is very obvious that it is expected to be.

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* SexuallyTransmittedSuperpowers: The ''Book of Vile Darkness'' and ''Book of Exalted Deeds'' sourcebooks for 3.5E have the feats "Lichloved" and "Nymph's Kiss", both of which provide some minor magical benefits in exchange for maintaining "friendly" relationships with an intelligent undead or fey being, respectively. While technically neither one require the relationship to be sexual, it is very obvious that it is expected to be.

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