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
- Epic Spell Penetration-CE (3.5e Feat) + (Bypass spell resistance easier.)
- Sylvari (3.5e Race) + (CONversion: Sylvari Race (from Guild Wars 2) for 3.5.)
- Weight Training (3.5e Feat) + (Calculate your carrying capacity using not just your Strength.)
- Ill Wind (3.5e Maneuver) + (Call a chilling breeze and seed it with words that sap your enemies' will to attack.)
- Call Minion (3.5e Spell) + (Call a humanoid with 1 HD or less to perform a task for you.)
- Magic Word (3.5e Feat) + (Call a lightning bolt from the heaven by saying a magic word.)
- Call Steed (5e Spell) + (Call a mount you've bonded with to travel to your location.<br /><br />)
- Projectile Vomiting, Acid (3.5e Feat) + (Call an exorcist!)
- Planar Soulbind (3.5e Spell) + (Call and bind an extraplanar spirit to your aid and bind it to a creature. The host benefits from the spirit, and gains their support and advice for the duration.)
- Apocalypse From The Sky (3.5e Spell) + (Call down destruction on a wide radius.)
- Solar Lance (3.5e Spell) + (Call force spears of sunlight and attack with them.)
- Elemental Confluence (3.5e Spell) + (Call forth an Omnimental to fight.)
- True Daylight (3.5e Spell) + (Call forth true daylight)
- Call Airstrike (3.5e Maneuver) + (Call in an airstrike, dropping massive explosions on your opponents.)
- Serpent's Power (3.5e Invocation) + (Call on serpents to gain their power)
- Grave's Chill (3.5e Spell) + (Call the coldness of the grave upon your enemies.)
- Lifereap (3.5e Spell) + (Call the powers from beyond to take the life force and sanity out of your foes.)
- Gambler's Guile (3.5e Maneuver) + (Call the result of your damage dice. If you're right, add more. You can call those, too. And so on.)
- Verne Catapult (3.5e Maneuver) + (Call up a catapult shot out of the ground, acts as a siege weapon which targets an area just like a real catapult.)
- Stone Dragon (3.5e Martial Discipline)/All Maneuvers + (Roll down a mountain and become like a boulder.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Divine Lightning (3.5e Spell) + (Call upon a divine bolt of lightning, which can stun foes.)
- Eidolic Tentacles (3.5e Invocation) + (Call upon otherworldly tentacles)
- Might of the Dragon (3.5e Soulmeld) + (Call upon the might of Dragons to vanquish your foes)
- Shafts of Starlight (3.5e Invocation) + (Call upon the twinkling night sky to light your way and dazzle your foes.)
- Embers of Hearthfire (3.5e Invocation) + (Call upon the warmth of hearth and home to scorch your enemies and warm your spirits.)
- Call of the Reaper (3.5e Spell) + (Calling forth a Reaper, a mystical being beyond time, you bargain for a soul.)
- Summon Nature's Ally 0 (3.5e Spell) + (Calls creature to fight.)
- Summon Draconic Spirit (One) + (Calls forth a spirit in the form of a dragon.)
- Summon Draconic Spirit (5e) + (Calls forth a spirit in the form of a dragon.<br /><br />)
- Sacred Bayonet I (3.5e Spell) + (Calls into being a powerful weapon guided by divine will.)
- Sacred Bayonet II (3.5e Spell) + (Calls into being a powerful weapon guided by divine will.)
- Sacred Bayonet III (3.5e Spell) + (Calls into being a powerful weapon guided by divine will.)
- Summon Spider I (3.5e Spell) + (Calls spider to fight.)
- Summon Spider II (3.5e Spell) + (Calls spider to fight.)
- Summon Spider III (3.5e Spell) + (Calls spider to fight.)
- Summon Spider IV (3.5e Spell) + (Calls spider to fight.)
- Summon Spider V (3.5e Spell) + (Calls spider to fight.)
- Summon Spider VI (3.5e Spell) + (Calls spider to fight.)
- Summon Spider VII (3.5e Spell) + (Calls spider to fight.)
- Summon Spider VIII (3.5e Spell) + (Calls spider to fight.)
- Summon Spider IX (3.5e Spell) + (Calls spider to fight.)
- Diazepam Pill (3.5e Maneuver) + (Calm the mind and steady your aim, but become staggered after 1 minute passes.)
- Chill Object (3.5e Spell) + (Can chill cloth, wood, metal, stone, water, earth, air - and fire.)
- Dark-Vision Goggles (3.5e Equipment) + (Can choose to see in the dark or to detect heat signatures.)
- Ready Talisman (3.5e Equipment) + (Can have spells cast into it, then activated for a simultaneous casting of all of those spells.)
- Heat Object (3.5e Spell) + (Can heat cloth, wood, metal, stone, water, earth, air - and fire.)
- Ceremony (5e) + (Can perform one of a number of ceremonies - attonement, bless water, comming of age, dedication, funeral rite, or wedding.<br /><br />)
- Ceremony (One) + (Can perform one of a number of ceremonies - attonement, bless water, comming of age, dedication, funeral rite, or wedding.)
- Journal Stone (3.5e Equipment) + (Can record audio and video in its surroundings.)
- SRD:Endurance + (Can sleep in armor without getting fatigued, last longer during travel.)
- Marathon (3.5e Power) + (Double overland speed.)
- 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.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Extra Weapon (3.5e Feat) + (You figure out how to wield one more weapon effectively, by holding it in your teeth or armpit or something.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- Races of War (3.5e Sourcebook) + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Command (3.5e Feat) + (You lead tiny men.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)