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
- Suppress Influence (3.5e Spell) + (Suppress the influence and sign or one or more vestige, however doing so prevent the binder from using the vestige's powers.)
- Ki Veil (3.5e Skill Trick) + (Suppress your aura and become invisible.)
- Spellburke (3.5e Spell) + (Suppresses one or more of the target creature's [[SRD:Spell-Like Ability|spell-like]] or [[SRD:Supernatural Ability|supernatural]] abilities for the duration of the spell.)
- Stone Sentinel (3.5e Prestige Class) + (Sure, you don't move much in battle but you'll be damned if that stops you from reaching the enemy! Open up the true potential of the Stone Dragon discipline.)
- Shieldsurfing (3.5e Feat) + (Surf away from your problems with your shield!)
- Surge (3.5e Feat Type) + (Surge feats enhance the surges of a [[Surg … Surge feats enhance the surges of a [[Surge Fighter (3.5e Class)|surge fighter]] or enable him to do things with his [[Surge Fighter (3.5e Class)#surge points|surge points]] that he couldn't do before. As an added bonus, all of them grant him bonus surge points as well!them grant him bonus surge points as well!)
- Surgeon's Long Gloves (3.5e Equipment) + (Surgeon's gloves that enhance precision.)
- Pit Fiend, Aarnott (3.5e Monster) + (Surpassed in power by only the Archdevils themselves, pit fiends are a force of terror to be reckoned with.)
- Deceptive Strength (3.5e Feat) + (Surprise your enemies with your incredible might and small body)
- I Am Not Left Handed (3.5e Trait) + (Surprise your opponent by switching from your weak hand to your dominant hand.)
- Flood Pump (3.5e Spell) + (Surround a target in watery orbs which spray high pressure blasts of water and push the target where you want to go.)
- Nocturnal Shadow (3.5e Maneuver) + (Surround area with cold shadows.)
- Digestive Ring (3.5e Maneuver) + (Surround foes with powerful digestive acid.)
- Galea's Energy Corona (3.5e Spell) + (Surround yourself in a damaging corona of magic.)
- Breath of Long Winter (3.5e Maneuver) + (Surround yourself in a freezing blizzard which protects you from harm and empowers your own chill.)
- Conductor of Storms (3.5e Spell) + (Surround yourself in a protective shield as you rain lightning from above.)
- Mantle of Jurikan (3.5e Maneuver) + (Surround yourself in a shell of wind, protecting you from ranged attacks and allowing you to throw blasts of wind.)
- Cloak of the Abyss (3.5e Invocation) + (Surround yourself in smoke that can obscure, hide, or burn as you command)
- Flying Deathscythes (3.5e Spell) + (Surround yourself in spinning animated sickles which attack your enemy.)
- Dispater's Tower (3.5e Spell) + (Surround yourself with protective iron walls, even though it hampers your own ability to attack.)
- Path of the Immortal Warrior (5e Primal Path) + (Survival is victory for this, a regenerating and tireless warrior.)
- Endure Destruction (3.5e Maneuver) + (Survive a blow with at least 1 hp remaining.)
- Volcanic Resilience (3.5e Invocation) + (Survive in the elemental planes of Earth and Fire.)
- Extremophile (3.5e Feat) + (Survive wild temperature extremes, and sleep where you please.)
- Morichro (3.5e Force Power) + (Suspend the life signs of yourself or others for a long time.)
- Shattered Jade (3.5e Maneuver) + (Sustain a -2 penalty to Armor Class, add 1d6 + initiator level to attack damage.)
- Swanmay (3.5e Template) + (Swanmay are females blessed with a strange form of lycanthropy which makes them wereswans. They are protectors of the forest, particularly water fowl, and uphold some mysterious ancient promise.)
- Adaptive Performance (3.5e Feat) + (Swap bardic music uses for spells, and vice versa)
- Mode Change (3.5e Feat) + (Swap between your equipment instantaneously.)
- Swapmetal (3.5e Equipment) + (Swapmetal armors, shields, or weapons can switch a normal item to adamantine, silver, or other materials... provided you've spent the funds for the material itself.)
- Pixil Swarm (5e Monster) + (Swarm of 1/2 inch long winged fey)
- Swarm of Gremishkas (5e) + (Swarm of cat-like creature that reacts, sometimes violently, to magic.)
- Swarmhost (3.5e Template) + (Swarmhost creatures are the unlucky whose bodies have become inhabited by a swarm, whose unnatural link now replaces their vital organs and life force.)
- Swarmbane (3.5e Equipment) + (Swarms have always been a problem for character who use weapons. Not any more.)
- Daring Swordsman (3.5e Feat) + (Swashbuckler and warblade levels stack for initiator level and grace.)
- Duelist (3.5e Class) + (Swashbucklers and dashing swordsman, they use finesse, martial maneuvers, and well timed parries and tricks to carry them to victory.)
- Pungeon Pendragon (3.5e Martial Discipline) + (Swashbuckling heroes are fond of using rap … Swashbuckling heroes are fond of using rapier wit alongside their rapiers, shooting arrows accompanied by shooting puns and even when things look bleak, they throw in a joke before throwing in the towel. Bards and wise men often recall famous words by famous men, used in the past to great effect in orations and battle speeches: all the more proof that the power of wordplay lies and speaks true in all languages, even the most ancient and intricarious ones. Those who learn the most ancient and most intricatastrophic of all and weave it into their combat routines are the practitioners of the Pungeon Pendragon style: their very actions speak truer than Truespeech.very actions speak truer than Truespeech.)
- Shell Necklace (3.5e Soulmeld) + (Swim without penalty.)
- Disguised Class (3.5e Feat) + (Switch between different sets of classes)
- Switch Health (3.5e Spell) + (Switch hp totals for yourself and your target. This could be used to heal allies at your expense, or harm enemies.)
- Tholan's Attribute Theft (3.5e Spell) + (Switch one ability score with that of this spell's target.)
- Dutiful Guardian (4e Feat) + (Switch places with the beneficiary of your constant guardian feat as an immediate interrupt.)
- Genetic Black Sheep (3.5e Trait) + (Switch your ability scores around, resulting in charismatic dwarves or unusually strong gnomes.)
- Shieldmaster (3.5e Prestige Class) + (Sword & Shield style is terribly ineffective. Show them how to REALLY use a shield in combat.)
- Life Flow Blade (3.5e Equipment) + (Sword that heals as it harms)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Improved Bladeproof Skin (3.5e Feat) + (Swords and spears just bounce off you due to your scaling DR/bludgeoning.)
- Oath of Virtue (5e Sacred Oath) + (Sworn to pursue each of The Mana's tenets)
- Leaves of My Skin (3.5e Feat) + (Sylvari gets the basic skills of creating armor of his own body.)
- Bark of My Bones (3.5e Feat) + (Sylvari has mastered the creation of a more heavy and strong armor.)
- Tandem Initiative (3.5e Skill Trick) + (Synchronize with your team and act as a group.)
- Follower of the Third (3.5e Prestige Class) + (Synergistic abilities between Diamand Mind and Hero's Edge martial disciplines)
- Way of the Mirage (3.5e Feat) + (Synergistic abilities for Desert Wind and Shadow Hand.)
- Faithful Leader (3.5e Feat) + (Synergistic abilities for Devoted Spirit and White Raven.)
- Bestial Might (3.5e Feat) + (Synergistic abilities for Stone Dragon and Tiger Claw.)
- Synth (3.5e Race) + (Synth are androids build to resemble the various humanoid races. They were born without emotion, but can quickly gain a mind and soul of their own.)
- Synthetic Soul (3.5e Template) + (Synthetic Soul are created by magic, creatures with Synthetic Soul are different then others of it kind.)
- Thogomancer (3.5e Class) + (THOGOMANCER SMASH!)
- TRON Light (3.5e Equipment) + (TRON light adds stylish lines of soft, glowing, colorful light to armor or weapons when willed.)
- Animated Table (5e) + (Table given animation)
- Strain Cost Lists & Spell Fatigue Saves (3.5e Other) + (Tables with spell costs for non-wizard classes using the [[Mana-Based Spellcasting (3.5e Variant Rule)|straincasting rules]].)
- Tactical (3.5e Feat Type) + (Tactical feats were first presented in [[P … Tactical feats were first presented in [[Publication:Complete Warrior|Complete Warrior]]. Feats with this type provides several thematically similar and rather specific options or abilities that generally require some setup or a specific weapon set to utilize.setup or a specific weapon set to utilize.)
- Dire Orc (3.5e Race) + (Tainted by darkness, the dire orc is a vicious brute even among the violence of orckind. Cower before their might!)
- Divine Weapon Focus (3.5e Feat) + (Take 10 on attack rolls once a round, 20 with a full attack action, and never fumble again.)
- Deft Swing (3.5e Feat) + (Take 10 on melee attacks.)
- Deft Shot (3.5e Feat) + (Take 10 on ranged attacks.)
- Steady Strike (3.5e Maneuver) + (Take 10 on your next attack.)
- Playing Safe is Playing Smart (3.5e Feat) + (Take 12 instead of 10.)
- Post-Traumatic Savagery Disease (3.5e Disease) + (Take Con damage and possible confusion whenever you enter a stressful situation)
- Blood Sacrifice (3.5e Maneuver) + (Take [[Con]] burn to boost your [[Str]] and [[Dex]] scores.)
- Flensing Strike (3.5e Feat) + (Take a −3 penalty to your attack roll or perform an [[Organic Repast (3.5e Martial Discipline)|Organic Repast]] maneuver to chop a bit off your opponent, causing [[SRD:Ability Damaged|ability damage]] and [[Bleedout (3.5e Condition)|bleeding]].)
- Constant Guardian (4e Feat) + (Take a -2 penalty to an attack roll to grant an ally a +2 bonus to AC.)
- Power Strike (3.5e Feat) + (Take a -3 penalty to hit to increase your weapon damage, replace power attack.)
- Wave Dashing (3.5e Feat) + (Take a great number of 5-ft step.)
- Destabilizing Impact (3.5e Feat) + (Take a penalty up to -8 to apply a penalty to others attack rolls.)
- Ki Charging (3.5e Invocation) + (Take ability point loss to replenish ki points)
- Master Ki Charging (3.5e Invocation) + (Take ability point loss to replenish ki points)
- Grand Master Ki Charging (3.5e Invocation) + (Take ability point loss to replenish ki points)
- Portable Alchemist's Lab (3.5e Equipment) + (Take an alchemy laboratory with you while traveling.)
- Armorforged Body (3.5e Feat) + (Take any armor and bind it to your warforged body, and get some bonuses to enhancing it.)
- Control Creatures (3.5e Feat) + (Take control of mooks, possessing them even at range.)
- Kinetic Forcefield (3.5e Spell) + (Take control of the kinetic power.)
- Direct Undead Control (3.5e Feat) + (Take control of undead in your control pool, empowering them with your abilities and spirit.)
- Power Word Pain Variant (3.5e Spell) + (Take damage over time, based on your remaining hp.)
- Drink Life a Dwarf (3.5e Feat) + (Take fewer penalties for drinking.)
- Legendary Rider-CE (3.5e Feat) + (Take no penalties on Ride checks when riding bareback, and never need to make a Ride check to control a mount in combat.)
- SRD:Improved Multiattack + (Take no penalty to secondary natural weapon attacks.)
- Relieve Strain (3.5e Power) + (Take on a character's Strain. Yeah! Martyrdom!)
- Aspect of the Assassin Bug (3.5e Feat) + (Take on the aspects of one of the most demented bugs on the planet)
- Image of Fear (3.5e Power) + (Take on the image of what they fear the most, gaining an aura of fear or expending it to [[SRD:Phantasmal Killer|scare someone to death]].)
- Chainsaw Fiend (3.5e Feat) + (Take one feat. Be lots of chainsaws. Get lots of chainsaw powers.)
- Sharky, Scaling (3.5e Feat) + (Take one feat. Be lots of shark. Get lots of shark powers.)
- Create Thrall (3.5e Spell) + (Take over the minds of weaker individuals who are obviously possessed by your influence.)
- Esurience (3.5e Feat) + (Take penalties to starvation checks for more damage)
- Polydipsia (3.5e Feat) + (Take penalties to thirst checks to do more damage)
- Hot-Blooded Gunman Bravado (3.5e Maneuver) + (Take penalty on firearm attack rolls to deal extra damage.)
- Just A Meatshield (3.5e Feat) + (Take punches, gain HP)
- Martyr's Sacrifice (3.5e Maneuver) + (Take the damage meant for another. It could save their skin.)
- Exalted Wildshape (3.5e Feat) + (Take the forms of the blessed animals in the Beastlands.)
- Maximized Growth (3.5e Feat) + (Take the highest score for HD upon level-up, rather than rolling. Retroactive, applies to improving conditions.)
- Get Over Here! (3.5e Equipment) + (Take the rogue out of the picture and make everyone have a bad day trying to save them with this cruel multi-trap waiting to happen.)
- Mysterious Rose (3.5e Prestige Class) + (Take up the mantle of this generational hero title, become the Mysterious Rose! You are always there in the time of need to throw roses at people! It is surprisingly more effective than it sounds.)
- Pharaoh Plate (3.5e Equipment) + (Taken from the body of a [[Tomb Dynast (3.5e Monster)|Tomb Dynast]], the pharaoh plate is what you'd get if you turned a sarcophagus into a suit of full plate. It carries with it the taint of undeath.)
- Mantle of the Creator (3.5e Template) + (Taking on a fragment of the power of a god of creation, you gain the ability to forge and reforge matter to your whim.)
- Mantle of the Preserver (3.5e Template) + (Taking on a fragment of the power of a god of preservation and protection, you gain the ability to maintain the status quo and repair what has been damaged.)
- Mantle of the Destroyer (3.5e Template) + (Taking on a fragment of the power of a god of destruction and disaster, you gain the ability to break, destroy, and end creation.)
- User:Luigifan18/Somewhere Over The Rainbow (3.5e Maneuver) + (Taking the "hurl 'em off a cliff" tactic t … Taking the "hurl 'em off a cliff" tactic to its logical extreme, this maneuver lets its initiator throw a victim high into the air, potentially slamming them into a ceiling, and [[SRD:Falling|let the fall]] [http://tvtropes.org/pmwiki/pmwiki.php/Main/NotTheFallThatKillsYou finish them off].n/NotTheFallThatKillsYou finish them off].)
- Flavor Utensil (3.5e Equipment) + (Taking the form of spoons, plates, and other cooking or eating utensils, these items flavor the food used with it.)
- Undead Paragon, Boneclaw Hybrid (3.5e Racial Paragon Class) + (Talented necromancers have created methods of making undead hybrids. This is one of them.)
- Kaiton, Ethereal Trickster (3.5e Vestige) + (Tales speak of an arrogant trickster fox who, for making a fool of a God, was utterly destroyed, yet his unresting spirit still torments the God's realm.)
- Soul to Soul Conversation (3.5e Maneuver) + (Talk telepathically at any distance, uninvited.)
- Deeka (3.5e Race) + (Tall and civil humanoids with white skin. Highly motivated, headstrong and dedicated.)
- Aroghin (3.5e Race) + (Tall humanoids with grey skin. They tend towards stoicism and emotional control as a means of dealing with their racial curse.)
- Bangaa (3.5e Race) + (Tall, large build, orange to brown skinned reptilian folk. Very strong but not very nimble.)
- Malaquian (3.5e Race) + (Tall, marine dwelling humanoid folk with a relaxed attitude, colorful skin tones and minor telepathic ability.)
- Heuco (3.5e Race) + (Tall, thin, seemingly a man, the Heuco would pass for little more than gaunt humanoids were they not born, literally, empty.)
- SRD:Elves, Gray (Race) + (Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards).)
- SRD:Halflings—Tallfellows (Race) + (Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.)
- Tallow Paragon (3.5e Racial Paragon Class) + (Tallow Advanced)
- Talpid (3.5e Race) + (Talpid are a race of quite literal mole men.)
- Wild Rager (3.5e Alternate Class Feature) + (Tap into your inner beast. Mix barbarian with druid.)
- Darkkin (3.5e Race) + (Tar black [[SRD:Humans (Race)|humans]] from a world without natural light.)
- Spirit of Death (5e) + (Target a creature and summon a [[Reaper Spirit (5e)|Reaper Spirit]]<br /><br />)
- Split Spell (4e Feat) + (Target additional target with ranged spell.)
- Bestow Sentience (3.5e Spell) + (Target animate object, golem, or similar creature gains sentience.)
- Feign Death (5e) + (Target appears to be dead and gains protection from damage, disease, and poison.<br /><br />)
- Dungeonomicon (3.5e Sourcebook)/Maginomicon + (Target assumes appearance and form of a humanoid.)
- Human Form (3.5e Spell) + (Target assumes appearance and form of a humanoid.)
- Hypothesis Contrary to Fact (3.5e Maneuver) + (Target assumes blame for something that never happened.)
- Dungeonomicon (3.5e Sourcebook)/Maginomicon + (You are transformed into a creature of your choosing.)
- Monstrous Form (3.5e Spell) + (Target assumes the form of a monster.)
- Obsession (3.5e Spell) + (Target becomes obsessed with subject.)
- Ekbom's Egotistical Episode (3.5e Spell) + (Target becomes obsessed with themselves and prioritizes maintaining their own well-being above all else.)
- Blast of Defeat (3.5e Invocation) + (Target cowers [[SRD:Prone|prone]] for a round.)
- Jelly Thoughts (3.5e Spell) + (Target creature desires jelly to the exclusion of all else.)
- Virtue (5e) + (Target creature gains [[SRD5:Temporary Hit Point|temporary hit point]]s.<br /><br />)
- Hex (One) + (Target creature has [[SRD5:Disadvantage|disadvantage]] on one [[Ability Check (One)|ability check]] (of your choice). Also, you cause [[SRD5:Necrotic|necrotic]] damage if you hit it with an attack.)
- Hex (5e) + (Target creature has [[SRD5:Disadvantage|disadvantage]] on [[SRD5:Check|ability checks]] (of your choice) for the spell's duration. Also, you cause [[SRD5:Necrotic|necrotic]] damage if you hit it with an attack.<br /><br />)
- Jellify (3.5e Spell) + (Target creature is transformed into jelly.)
- Warp Light (3.5e Power) + (Target creature or object became invisible)
- Dementia (3.5e Spell) + (Target creature's wisdom is reduced to 1.)
- Publication:Dread Codex/New Spells/Skeletal Spurs + (Target deals damage on successful grapple attacks.)
- Power Word Pain (5e) + (Target experiences excruciating pain, hampering its [[SRD5:Movement|movement]], [[SRD5:Attack Roll|attack roll]]s, [[SRD5:Ability Check|ability check]]s, [[SRD5:Saving Throw|saving throw]]s, and [[SRD5:Spellcasting|spellcasting]].<br /><br />)
- Power Word Pain (One) + (Target experiences excruciating pain, hampering its [[SRD5:Movement|movement]], [[Attack Roll (One)|attack roll]]s, [[Ability Check (One)|ability check]]s, [[SRD5:Saving Throw|saving throw]]s, and [[SRD5:Spellcasting|spellcasting]].)
- Fiend Form (3.5e Spell) + (Target gains form of a fiendish race, as well as some of their abilities.)
- Form of Death (3.5e Spell) + (Target gains qualities of an undead creature.)
- Syl's Greater Fabricate (3.5e Spell) + (Target gains the ability to immediately use fabricate several times within the next 24 hours.)
- Sibling Rivalry (3.5e Spell) + (Target grows jealous of allies and attacks them.)
- Ekbom's Imaginary Insects (5e Spell) + (Target hallucinates insects all over their body and attacks themselves.<br /><br />)
- Ekbom's Imaginary Insects (3.5e Spell) + (Target hallucinates insects all over their body and attacks themselves.)
- Fight or Flight (3.5e Spell) + (Target has a fight or flight response and is panicked and/or enraged.)
- Publication:Dread Codex/New Spells/Divine Heart + (Target is immune to all fear effects.)
- Rebuking Blow (3.5e Maneuver) + (Target is subject to a rebuke undead attempt by a cleric of your initiator level.)
- Turning Strike (3.5e Maneuver) + (Target is subject to a turn undead attempt by a cleric of your initiator level.)
- Silencing Surprise (3.5e Maneuver) + (Target is too shocked to speak)
- Polymorph Other, Tome (3.5e Spell) + (Target is transformed into an alternate creature (revised polymorph).)
- Animate Jelly (3.5e Spell) + (Target jelly gains semblance of life and mobility.)
- Open I- Open (3.5e Phrase) + (Target lock is opened, if the DC is 30 or lower.)
- Give the Adept Harm (3.5e Maneuver) + (Target loses a readied maneuver and takes damage based on the level of the maneuver lost.)
- Fatal Geas (3.5e Spell) + (Target must complete geas or die, but is under no other compulsion.)
- Pierce Soul (3.5e Maneuver) + (Target must make a fortitude or be paralyzed.)
- None Truly Control the Dead Forever (3.5e Maneuver) + (Target must make a will save or lose control of undead it controls.)
- Frostbite (One) + (Target must save or take [[SRD5:Cold|cold]] damage and have [[SRD5:Disadvantage|disadvantage]] on [[SRD5:Attack Roll|attack roll]]s)
- Frostbite (5e) + (Target must save or take [[SRD5:Cold|cold]] damage and have [[SRD5:Disadvantage|disadvantage]] on [[SRD5:Attack Roll|attack roll]]s<br /><br />)
- Crisis of Faith (3.5e Power) + (Target questions even its deepest-held beliefs.)
- Enemies Abound (One) + (Target sees all creatures as enemies and must attack a random one.)
- Enemies Abound (5e) + (Target sees all creatures as enemies and must attack a random one.<br /><br />)
- Restful (3.5e Spell) + (Target sleeps better and quicker.)
- Schizophrenia (3.5e Spell) + (Target suffers conditions similar to schizophrenia.)
- Sugar Rush (3.5e Invocation) + (Target surges with glucose and moves faster. Cavities are just a side effect.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Life Drain (3.5e Maneuver) + (Target takes 1d6 extra damage and half the damage from the attack is changed into healing energy you may bestow on yourself or an ally.)
- Mental Prison (One) + (Target takes [[SRD5:Psychic|psychic]] damage and is [[SRD5:Restrained|restrained]] for the spell's duration.)
- Mental Prison (5e) + (Target takes [[SRD5:Psychic|psychic]] damage and is [[SRD5:Restrained|restrained]] for the spell's duration.<br /><br />)
- Lycanthropy (3.5e Spell) + (Target takes on the form of an animal or magical beast.)
- Acid Stream (5e) + (Target takes ongoing acid damage<br /><br />)
- Momento Vixisti (3.5e Maneuver) + (Target undead takes various penalties as it recalls life.)
- Ell's Dramatic Action (3.5e Spell) + (Target's actions appear more awesome, possibly photoshopped even.)
- Jelly Bones (3.5e Spell) + (Target's bones are transformed into jelly, reducing its Dexterity score to 0.)
- Bouncy Jelly Boots (3.5e Spell) + (Target's feet are covered with jelly, providing a boost to movement and jumps.)
- Stop the Soldier (3.5e Maneuver) + (Target's initiator level is reduced.)
- Jelly Legs (3.5e Spell) + (Target's legs become gelatinous, limiting its mobility.)
- Spelling Sabotage (3.5e Spell) + (Target's spells go awry in a humorous and rarely useful fashion. Only those with godlike intelligence will have even a faint hope of casting their spells properly.)
- Spell Scrambler (3.5e Maneuver) + (Target's spells go awry in a humorous and rarely useful fashion. (Wait, wasn't that the summary for [[Misspell (3.5e Spell)|something else]]?))
- Misspell (3.5e Spell) + (Target's spells go awry in a humorous and rarely useful fashion.)
- Azore's Speaking Tome (3.5e Spell) + (Targeted book or scroll reads its contents aloud.)
- Torn From Within (TOToM Spell) + (Targets are torn apart from the inside.)
- Love II- Bond (3.5e Phrase) + (Targets can hear each others thoughts.)
- Dazzling Fire (4e Feat) + (Targets hit by your ''Darkfire'' power are [[4e Index (4e Other)#Dazed|dazed]].)
- Fear of Death (3.5e Maneuver) + (Targets must make a will save or be frightened for 1d4 rounds.)
- Grasp of Hadar (5e) + (Targets of your ''[[SRD5:Eldritch Blast|eldritch blast]]'' are pulled.)
- Sadness I- Sadness (3.5e Phrase) + (Targets suffer from great sadness.)
- Burn the Dead (3.5e Maneuver) + (Targets take extra fire damage and undead with light vulnerability take further damage.)
- 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.)
- 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.)
- Skill Empowerment (One) + (Temporarily doubles the [[SRD5:Proficiency Bonus|proficiency bonus]] one one skill of the target creature.)
- Skill Empowerment (5e) + (Temporarily doubles the [[SRD5:Proficiency Bonus|proficiency bonus]] one one skill of the target creature.<br /><br />)
- Absorb Enchantment (3.5e Maneuver) + (Temporarily gain the benefits of a destroyed magic item.)
- Borrowed Life, Greater (3.5e Spell) + (Temporarily raises one creature from the dead as a pseudo-vampire using the caster's own life force.)
- Borrowed Life (3.5e Spell) + (Temporarily raises one creature from the dead as a pseudo-zombie using the caster's own life force.)
- Holt's Energy Booster (3.5e Spell) + (Temporarily relieve fatigue, become tired after spell ends.)
- Aerobic Step (3.5e Blood Spell) + (Temporarily relieve fatigue, or allow the target(s) to hustle for long distances.)
- Maneuvers Turquoise (3.5e Feat) + (Temporarily replace Warblade maneuvers.)
- Publication:Dread Codex/New Spells/Slow Aging + (Temporarily stops aging.)