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
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- 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.)
- 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.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- 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!)
- 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.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Holt's Crushing Hand (3.5e Spell) + (As ''[[Holt's Clenched Fist (3.5e Spell)|Holt's clenched fist]]'', except the hand crushes its victims to death.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- 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.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Bio, Mass (3.5e Spell) + (As ''[[Bio (3.5e Spell)|bio]]'', but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.)
- 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.)
- Large Size (3.5e Feat) + (Your size increases to Large.)
- Large Size, Book of Elements (3.5e Feat) + (Your size increases to Large.)
- Fossilized Minion (3.5e Feat) + (Your skeletal minion has Ancient Power!)
- Respawning Skeletons (3.5e Feat) + (Your skeletons crumble on death, but if not dealt with they will return.)
- Greater Improvised Weapons (3.5e Feat) + (Your skill in wielding any non-weapon object you handle as a weapon is vastly improved.)
- Epic Trainee (3.5e Feat) + (Your skills are developed to an utterly legendary degree. You blow your less diligent peers out of the water.)
- Blitzball Ace (3.5e Feat) + (Your skills as Blitzball Player and Fighter rise higher and higher as you grow, making you an Ace of the sport and felling enemies with the weapon)
- Inherently Skilled (3.5e Trait) + (Your skills don't come from your smarts; you have basic training that comes inherently from you.)
- Weapon Breakage (3.5e Feat) + (Your skin becomes harder than weapons, and this incredible defense can breaks them.)
- Lunar Aura (3.5e Feat) + (Your skin glow with your ancestor power, the light seem to have a strange effect upon others.)
- Shadow of the Dogai (3.5e Soulmeld) + (Your skin grows dark and cold.)
- Publication:Unearthed Arcana/Bladeproof Skin (Feat) + (Your skin has a degree of protection from even the sharpest edge.)
- Iron Skin (3.5e Feat) + (Your skin is comparable to that of Iron.)
- Lunar Skin (3.5e Feat) + (Your skin is covered by strange Sigils only visible when exposed to moonlight, the very existences of those rune-like figure seem to repel blades and other physical harms.)
- Shadow Flesh (3.5e Feat) + (Your skin is either blackened or pale, and shadows tend to cling to you.)
- Deformity, Warded Skin (3.5e Feat) + (Your skin is full of strange runes, wards and line that may or may not glow dimly. These act as ward and potent protection against holy effects.)
- Juiblex's Slime (3.5e Feat) + (Your skin seeps the foulness of Juiblex.)
- Dispater's Sheen (3.5e Feat) + (Your skin takes on a glistening metallic luster, a barrier capable of protecting you from harm.)
- Gargoyle Hide (3.5e Equipment) + (Your skin takes on the appearance of rock, and you are adept at holding your pose.)
- Publication:Unearthed Arcana/Photosynthetic Skin (Feat) + (Your skin toughens when it draws energy from the sun.)
- Balor Burst (3.5e Soulmeld) + (Your skin turns darker and redder, and your muscles bulge.)
- Great Smiting-CE (3.5e Feat) + (Your smites last much longer, or they deal double damage.)
- Neutralizing Venom (3.5e Feat) + (Your snake hairs carry a powerful neutralizing venom, which can be used to hold creatures.)
- Eldritch Thief (3.5e Feat) + (Your sneak attack and eldritch blast stack together. Sneaky Blasts!)
- Gloom Strike (4e Feat) + (Your sneak attacks leave a residue of darkness that clouds your enemy's vision.)
- Catastrophic Cacophony (3.5e Feat) + (Your sonic abilities echoes with the power of pandemonium.)
- Cacophonous Spell (3.5e Feat) + (Your sonic spells are so powerful, they tear through resistances and immunities.)
- Sonorous Spell (3.5e Feat) + (Your sonic spells ruin the earing of their victims.)
- Frozen Soul + (Your soul is linked to the elemental planes of Cold.)
- 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.)
- 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.)