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
- Ethical Necromancer (3.5e Trait) + (By swearing an oath, you have learned to purge many necromantic raising spells of evil.)
- Neutralium (3.5e Equipment) + (By the great spire in the outlands which robs the powers of even the gods, smaller crystaline spires grow naturally at its base. The powers of the universe meet and cancel each other out, leaving a crystal composed of raw neutrality.)
- Linked Gates (3.5e Sacrifice) + (By tying your Gate to that within another being's, you link your vitality with your victim's.)
- Chicken Scratch (3.5e Spell) + (By uttering the ancient chant, you unleash the wrath of a terrible being upon your enemy... "Cock a doodle DAMN YOU!")
- Beast Totem Warrior (3.5e Prestige Class) + (By wearing beast skins and performing strange rituals, you can gain their power.)
- Improved Ki Strike-CE (3.5e Feat) + (Bypass all sorts of damage reduction with your bare fists.)
- Fists of Steel (3.5e Feat) + (Bypass hardness with your fists and punch force effects.)
- 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.)
- 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.)