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
- Precision Resistance (3.5e Variant Rule) + (Chance to bypass immunity or fortification to critical hits.)
- Publication:Dread Codex 2/Artifacts/Ring of Pandemonium + (Chance twists around the wearer, and all sorts of unlikely or impossible things happen regularly.)
- Essence Blast (3.5e Invocation) + (Chance your Eldritch Blast to deal [[Essence (3.5e Other) | Essence]] damage.)
- Change Alignment/Energy (3.5e Power) + (Change alignment and energy.)
- Nuclear Transmutation (3.5e Power) + (Change one material into another material of equal or lesser value.)
- Transmute Rock (5e) + (Change rock to mud or mud to rock. May [[SRD5:Restrained|restrain]] those in the rock/mud.<br /><br />)
- Transmute Rock (One) + (Change rock to mud or mud to rock. May [[SRD5:Restrained|restrain]] those in the rock/mud.)
- Divine Druid (3.5e Feat) + (Change shape in a wildshape as a swift action each round for the duration.)
- Point-Buy Class (Legend Variant Rule) + (Change the "skeleton" of a class!)
- Revised Intimidate DC (3.5e Variant Rule) + (Change the DC needed to intimidate a creature.)
- Alternative Tradition (3.5e Feat) + (Change the ability score for a class ability (such as spellcasting) to a different ability score.)
- Colorize (3.5e Spell) + (Change the color of something using a material pigment.)
- Hyperbolic Asymptote (3.5e Maneuver) + (Change the geometric axioms of the nearby area to prevent movement, teleportation, area and missile attacks.)
- Martial Expertise (3.5e Feat) + (Change the maneuvers gained by the Martial Study<sup>ToB</sup> feat into maneuver-like abilities.)
- Revised Feats, Flaws and Traits (3.5e Variant Rule) + (Change the way feats, flaws and trait work.)
- Cold Front (3.5e Power) + (Change the weather to increase cold effects and decrease fire effects.)
- Warm Front (3.5e Power) + (Change the weather to increase fire effects and decrease cold effects.)
- Breath Weapon Substitution (3.5e Feat) + (Change what element your breath weapon produces.)
- Reason within Madness (3.5e Feat) + (Change which ability score mindbreak goes off of, and additional saves against confusion and insanity.)
- Morality Switch (3.5e Feat) + (Change your alignment to adapt to any situation)
- Blare Blast (3.5e Invocation) + (Change your blast into sonic energy)
- Mutable Hunt (3.5e Maneuver) + (Change your favored enemy bonus to another kind of creatures.)
- Persistent Alteration (3.5e Feat) + (Change your features permanently.)
- Mist Cone (3.5e Maneuver) + (Change your next Strike into a Cone-shaped effect.)
- Mist Beam (3.5e Maneuver) + (Change your next Strike to affect a line.)
- Mist Chain (3.5e Maneuver) + (Change your next Strike to arc to additional targets.)
- 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.)
- 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.)