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
- Lesser Animate Dead (3.5e Spell) + (As ''[[SRD:Animate Dead|animate dead]]'', but you don't have control...)
- Eternal Charm Monster (3.5e Spell) + (As ''[[SRD:Charm Monster|Charm Monster]]'' but permanent.)
- Eternal Charm Person (3.5e Spell) + (As ''[[SRD:Charm Person|Charm Person]]'' but permanent.)
- Unstable Enlargement (3.5e Spell) + (As ''[[SRD:Enlarge Person|enlarge person]]'' but much faster to cast. And a lot less reliable.)
- Instant Halt (3.5e Maneuver) + (As ''[[SRD:Hold Monster|hold monster]]'' until your next action.)
- Persistent Invisibility (3.5e Spell) + (As ''[[SRD:Invisibility|invisibility]]'' but the effect is re-applied each round. Not as strong as greater invisibility, but longer lasting.)
- Mend Object (3.5e Utterance) + (As ''[[SRD:Mending|mending]]'', or alternatively applies the [[Broken (3.5e Condition)|broken]] condition.)
- Psychic Halo (3.5e Power) + (As ''[[SRD:Repulsion|repulsion]]'' with a concealment effect.)
- Improved Telekinesis (3.5e Spell) + (As ''[[SRD:Telekinesis|telekinesis]]'', but you can maintain concentration as a swift action and it doesn't end with a violent thrust.)
- Rage of the Poltergeist (3.5e Maneuver) + (As ''[[SRD:Telekinetic Thrust|telekinetic thrust]]''.)
- Psychogenic Shield (3.5e Maneuver) + (As ''[[SRD:Wall of Force | wall of force]]'' but only one square.)
- Psychogenic Barrier (3.5e Maneuver) + (As ''[[SRD:Wall of Force | wall of force]]'' but smaller.)
- Psychogenic Wall (3.5e Maneuver) + (As ''[[SRD:Wall of Force | wall of force]]''.)
- Diode of Force (3.5e Spell) + (As ''[[SRD:Wall of Force|wall of force]]'', but only one way.)
- Selective Wall of Force (3.5e Spell) + (As ''[[SRD:Wall of Force|wall of force]]'', but it selectively allows things to pass (or not pass) through.)
- Greater Awaken (3.5e Spell) + (As ''awaken'', but better. It can also create elementals, and grant a single class level.)
- Earthshaking Roar (3.5e Maneuver) + (As ''beast's roar'', except knock all opponents in the area prone.)
- Cathartic Inferno (3.5e Maneuver) + (As ''devilish catharsis'', but in a radius around you and any target who would normally be [[SRD:Panicked|panicked]] is now [[SRD:Cowering|cowering]].)
- Enchanted Volley (3.5e Spell) + (As ''enchanted shot'', except that it can be used on full attack and be fired as a cone.)
- Triple Enchanted Shot (3.5e Spell) + (As ''enchanted shot'', except the arrow split into three when fired.)
- Terror Tactics, Greater (3.5e Maneuver) + (As ''lesser terror tactics'', except your weapon deals an extra 6d8 points of damage per level of fright instilled in the target.)
- Terror Tactics (3.5e Maneuver) + (As ''lesser terror tactics'', except your weapon deals an extra 3d8 points of damage per level of fright instilled in the target.)
- Hijack Animal (3.5e Spell) + (As ''magic jar'' but restricted to animals, and you may communicate in your new form.)
- Body Switch (3.5e Power) + (As ''mind switch'', but for two creatures within range, willing or unwilling.)
- Unseen Shackles (3.5e Martial Discipline)/Infinite Orbit (3.5e Maneuver) + (As ''orbital catch'', except can be done multiple time over 1 round.)
- Psychic Thesis (3.5e Feat) + (As Arcane Thesis, for psionic powers)
- Marathon (3.5e Power) + (Double overland speed.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- 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.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- 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.)