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''Dungeons & Dragons (3rd Edition)'' (2000 - 2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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''Dungeons & Dragons (3rd Edition)'' (2000 - 2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - -- combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.



* CombatMedic: 3.5 Edition had a prestige explicitly for this and called this.

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* ColossusClimb: The "Giantbane" tactical feat from ''Complete Warrior'' includes the "Climb Aboard" maneuver that allows climbing on a giant creature during a fight, becoming harder to hit and following along if it moves.
* CombatMedic: 3.5 Edition had has a prestige explicitly for this and called this.
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* DestinationDefenestration: From the ''Spell Compendium'' splatbook, the ''defenestrating sphere'' spell conjures [[BlowYouAway magical winds]] that violently [[BlownAcrossTheRoom hurl enemies away]] -- and, in a stylish quirk, automatically aims them at any window that happens to be nearby.

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** Also, in rules supplements like the '''Arms And Equipment Guide''' you'll find a variety of little bits-and-pieces items, like a stick of chalk, a hacksaw blade, extremely long pieces of string, a piece of ebony wood, and a bag of marbles. Each of these were individual items that had shown up in a variety of different other modules by one lone, clever writer, and since they're mundane items they are remarkably cheap (some not even breaking a single gold piece). It only takes a player willing to comb through the book and dedicate maybe a hundred gold of his budget (which, again, represents thousands and thousands of gold) to always have the right tool for an obscure job.

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** Also, in rules supplements like the '''Arms And ''Arms and Equipment Guide''' Guide'', you'll find a variety of little bits-and-pieces items, like a stick of chalk, a hacksaw blade, extremely long pieces of string, a piece of ebony wood, and a bag of marbles. Each of these were individual items that had shown up in a variety of different other modules by one lone, clever writer, and since they're mundane items they are remarkably cheap (some not even breaking a single gold piece). It only takes a player willing to comb through the book and dedicate maybe a hundred gold of his budget (which, again, represents thousands and thousands of gold) to always have the right tool for an obscure job.



** Gnome Tunnel Acrobatics from Dungeonscape is another tactical feat with a maneuver of this type, "Combat Puppeteer". It allows confusing opponents by moving swiftly between them, leading the attack of opportunity of one of them to hit their ally.

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** Gnome Tunnel Acrobatics from Dungeonscape ''Dungeonscape'' is another tactical feat with a maneuver of this type, "Combat Puppeteer". It allows confusing opponents by moving swiftly between them, leading the attack of opportunity of one of them to hit their ally.



** The Prismatic Sphere spell is normally stationary. If it can be made mobile (perhaps by modifying it so it can be cast on a movable item/creature) it can be touched to an opponent, inflicting a variety of massive types of damage on the victim.
** The ''TabletopGame/ForgottenRealms'' 3.5E supplement ''Lost Empires of Faerun'' contains the spell Crushing Sphere, which envelops the target and crushes it over several rounds.

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** The Prismatic Sphere ''prismatic sphere'' spell is normally stationary. If it can be made mobile (perhaps by modifying it so it can be cast on a movable item/creature) it can be touched to an opponent, inflicting a variety of massive types of damage on the victim.
** The ''TabletopGame/ForgottenRealms'' 3.5E supplement ''Lost Empires of Faerun'' contains the spell Crushing Sphere, ''crushing sphere'', which envelops the target and crushes it over several rounds.



* ExperiencePenalty: In the 3rd edition, multiclassing incurred an XP penalty unless one of the character's classes was their race's "favored class". Humans got to choose their favored class.

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* ExperiencePenalty: In the 3rd 3[[superscript:rd]] edition, multiclassing incurred an XP penalty unless one of the character's classes was their race's "favored class". Humans got to choose their favored class.



* IdealizedSex: According to the ''TabletopGame/DungeonsAndDragons'' 3.5 module "Book of Vile Darkness", only evil people can have a sadomasochistic sexuality. Also, all sadomasochists have evil superpowers — sexual masochism and sadism ''are'' evil superpowers in this setting, and sexual masochism is defined as being the same thing as the trope CombatSadomasochist.

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* IdealizedSex: According to the ''TabletopGame/DungeonsAndDragons'' 3.5 module "Book ''Book of Vile Darkness", Darkness'', only evil people can have a sadomasochistic sexuality. Also, all sadomasochists have evil superpowers — sexual masochism and sadism ''are'' evil superpowers in this setting, and sexual masochism is defined as being the same thing as the trope CombatSadomasochist.



* ImmuneToMindControl: In 3rd Edition, the spell Mind Blank did this as well as provide some immunities to divination.
* InstantDeathRadius: A big problem in the 3rd Edition games is certain monsters being absolutely painful to approach via long melee reach and the Attacks of Opportunity provoked from trying to get close enough to melee them, which will usually hit for heinous amounts of damage due to their high Strength, such as ''any monster that's larger than you''.

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* ImmuneToMindControl: In 3rd 3[[superscript:rd]] Edition, the spell Mind Blank did this as well as provide some immunities to divination.
* InstantDeathRadius: A big problem in the 3rd 3[[superscript:rd]] Edition games is certain monsters being absolutely painful to approach via long melee reach and the Attacks of Opportunity provoked from trying to get close enough to melee them, which will usually hit for heinous amounts of damage due to their high Strength, such as ''any monster that's larger than you''.



** 3rd Edition in particular stands out by virtue of having numerous subsystems (such as [[PsychicPowers Psionics]], Invocations, [[DealWithTheDevil Binding]], [[CharlesAtlasSuperpower Blade Magic]], and [[GuideDangIt Incarnum]]).
** To give some perspective, the rules for [[GrapplingWithGrapplingRules grappling]] run a whole two pages in the 3rd edition [[UpdatedRerelease Rules Compendium]]. The rules for magic items weigh in at 5, and the rules for movement are covered by ''ten whole pages''. And then you have Polymorphing rules, which have been changed so frequently that you need to check the errata instead of the most recently printed book just to make sure you are up to date.

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** 3rd 3[[superscript:rd]] Edition in particular stands out by virtue of having numerous subsystems (such as [[PsychicPowers Psionics]], Invocations, [[DealWithTheDevil Binding]], [[CharlesAtlasSuperpower Blade Magic]], and [[GuideDangIt Incarnum]]).
** To give some perspective, the rules for [[GrapplingWithGrapplingRules grappling]] run a whole two pages in the 3rd 3[[superscript:rd]] edition [[UpdatedRerelease ''[[UpdatedRerelease Rules Compendium]].Compendium]]''. The rules for magic items weigh in at 5, and the rules for movement are covered by ''ten whole pages''. And then you have Polymorphing rules, which have been changed so frequently that you need to check the errata instead of the most recently printed book just to make sure you are up to date.



* MadeOfIndestructium: 3rd Edition [[MacGuffin Major Artifacts]]. At this point they say if you destroy one, you also attract the attention of whatever created it. They are probably not happy you destroyed their MagnumOpus. And are many [[BossBattle levels higher than you]] if not a [[OhCrap god]]. If you're lucky, they may be dead, but something powerful enough to create a major artifact tends to not just die...
* MagicOrPsychic: In 3rd edition most magic-using classes function by VancianMagic while Psionics are limited by {{Mana}}.
* MagikarpPower: Wizards in 3.x, due to LinearWarriorsQuadraticWizards. Same with most casters, especially the ''infamous'' [=CoDzilla=] combination of 'Cleric or Druid.'

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* MadeOfIndestructium: 3rd 3[[superscript:rd]] Edition [[MacGuffin Major Artifacts]]. At this point they say if you destroy one, you also attract the attention of whatever created it. They are probably not happy you destroyed their MagnumOpus. And are many [[BossBattle levels higher than you]] if not a [[OhCrap god]]. If you're lucky, they may be dead, but something powerful enough to create a major artifact tends to not just die...
* MagicOrPsychic: In 3rd edition 3[[superscript:rd]] edition, most magic-using classes function by VancianMagic while Psionics are limited by {{Mana}}.
* MagikarpPower: Wizards in 3.x, due to LinearWarriorsQuadraticWizards. Same with most casters, especially the ''infamous'' [=CoDzilla=] combination of 'Cleric "Cleric or Druid.'Druid".



* MoveInTheFrozenTime: In the 3rd edition, the Epic Level Handbook includes a feat called "Spell Stowaway" which allows a character to pick one spell and share in its effects each time it's cast within 300ft (as long as it would have a clear path to travel to you). One of the examples (used by the Phane monster) is choosing time stop so that you join the caster in their accelerated timeframe.

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* MoveInTheFrozenTime: In the 3rd 3[[superscript:rd]] edition, the Epic Level Handbook includes a feat called "Spell Stowaway" which allows a character to pick one spell and share in its effects each time it's cast within 300ft (as long as it would have a clear path to travel to you). One of the examples (used by the Phane monster) is choosing time stop so that you join the caster in their accelerated timeframe.



* {{Mundangerous}}: In 3rd edition, being on any surface (marbles most prominently) that requires something to balance without 5 ranks in the "balance" skill (which is otherwise not gotten as it's a rare class skill and most times you need to balance you can just fly), will result in being "flatfooted", a fairly big disadvantage, and it effects any land based foe without the balance ranks.

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* {{Mundangerous}}: In 3rd 3[[superscript:rd]] edition, being on any surface (marbles most prominently) that requires something to balance without 5 ranks in the "balance" skill (which is otherwise not gotten as it's a rare class skill and most times you need to balance you can just fly), will result in being "flatfooted", "flat-footed", a fairly big disadvantage, and it effects any land based land-based foe without the balance ranks.



* {{Psychometry}}: In D&D 3.5, Seers have access to a power called ''object reading'' that lets them touch an object and learn information about its previous owners. There's also a magic item called "gloves of object reading" that grants a similar ability.

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* {{Psychometry}}: In D&D ''D&D'' 3.5, Seers have access to a power called ''object reading'' that lets them touch an object and learn information about its previous owners. There's also a magic item called "gloves of object reading" that grants a similar ability.



** Undead that fail their saving throw after being struck with a magic weapon with the Disruption property or killed by the Sunbeam or Sunray spells are reduced to dust.
* SacredFlames: The 3E divine spell ''Flame Strike'' calls down a bolt of fire from the heavens that does half fire damage and half divine damage. The divine half is not subject to damage resistance to fire-based attacks.
* ShapeshiftingHealsWounds: 3.5 Edition: {{Downplayed|Trope}} with the ''Polymorph'' and ''Shapechange'' spells, which restore HitPoints equal to a full night's rest when the target transforms. However, ''Shapechange'' lets them transform once per turn, so they can quickly heal completely.

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** Undead that fail their saving throw after being struck with a magic weapon with the Disruption property or killed by the Sunbeam ''sunbeam'' or Sunray ''sunray'' spells are reduced to dust.
* SacredFlames: The 3E divine spell ''Flame Strike'' ''flame strike'' calls down a bolt of fire from the heavens that does half fire damage and half divine damage. The divine half is not subject to damage resistance to fire-based attacks.
* ShapeshiftingHealsWounds: 3.5 Edition: {{Downplayed|Trope}} with the ''Polymorph'' ''polymorph'' and ''Shapechange'' ''shapechange'' spells, which restore HitPoints equal to a full night's rest when the target transforms. However, ''Shapechange'' ''shapechange'' lets them transform once per turn, so they can quickly heal completely.



* TeleFrag: The Blood Magus prestige class has this as an ability. You can teleport by simply entering one living being, and coming out of another one you know, wherever they are. It's normally harmless for everybody involved, but if you wish, you can make what the game charmingly calls a "catastrophic exit", literally exploding your way out of the destination point.



** One 3.5 Prestige Class that fits this trope would be the Abjurant Champion; a MagicKnight class that grants a character bonuses to Abjuration spells (such as [[ExactlyWhatItSaysOnTheTin Shield]]). It mentions Mage Armour as being another such spell, seemingly disregarding the fact that Mage Armour is placed in ''conjuration''.
** Complete Psionics includes feats that make a character a descendant of the Mind Flayers. This ''completely'' ignores the process Mind Flayers reproduce by [[note]]they're sexless egg-layers. The only way illithid hybrids are created is "FaceFullOfAlienWingWong plug a larva into host other than Medium humanoid"[[/note]].

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** One 3.5 Prestige Class that fits this trope would be the Abjurant Champion; a MagicKnight class that grants a character bonuses to Abjuration spells (such as [[ExactlyWhatItSaysOnTheTin Shield]]). ''[[ExactlyWhatItSaysOnTheTin shield]]''). It mentions Mage Armour ''mage armor'' as being another such spell, seemingly disregarding the fact that Mage Armour ''mage armor'' is placed in ''conjuration''.
''Conjuration''.
** Complete Psionics ''Complete Psionics'' includes feats that make a character a descendant of the Mind Flayers. This ''completely'' ignores the process Mind Flayers reproduce by [[note]]they're sexless egg-layers. The only way illithid hybrids are created is "FaceFullOfAlienWingWong plug a larva into host other than Medium humanoid"[[/note]].



** The Ruby Knight Vindicator example character worships Saint Cuthbert, but the class requires Wee Jas worship (It suggests [=DM=]s should make versions for other deities the deity requirement, but it's officially just a suggestion).

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** The Ruby Knight Vindicator example character worships Saint Cuthbert, but the class requires Wee Jas worship worship. (It suggests [=DM=]s should make versions for other deities the deity requirement, but it's officially just a suggestion).suggestion.)



* ZombifyTheLiving: The 3.5 Edition supplement ''Sandstorm'' has the Dead Throne, an ArtifactOfDoom that brought the desert warlord Ten-Ap back from the dead and gave him the ability to turn the living into mummies.

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* ZombifyTheLiving: The 3.5 Edition supplement ''Sandstorm'' has the Dead Throne, an ArtifactOfDoom that brought the desert warlord Ten-Ap back from the dead and gave him the ability to turn the living into mummies.mummies.
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Crosswicking.


* GhostlyAnimals: "Ghost" is a template in 3.5 edition that normally couldn't be applied to animals since most lacked the charisma score necessary to become a ghost. There are a few exceptions, however, mostly [[DireBeast Dire Beasts]] and Legendary Animals. There was also a Ghost Brute template added in another book that was specifically there to create ghostly animals and other low-charisma creatures.
* GoldSilverCopperStandard: D&D is one of the early trope codifiers. Prices are usually listed in g.p., unless they're small prices, in which case they're listed in s.p. or c.p.. The exchange rates were as follows:

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* GardenGarment: The ''Arms and Equipment Guide'' introduces two magical armors that are vegetal in nature:
** The Bondleaf Wrap, a single large leaf from a magical tree that wraps around the body, getting nutriments from it.
** The Moon-Ivy, a wreathlike choker that grows a flexible bodysuit of ivy around the body overnight, which withers at the end of every day.
* GhostlyAnimals: "Ghost" is a template in 3.5 edition that normally couldn't can't be applied to animals since most lacked lack the charisma score necessary to become a ghost. There are a few exceptions, however, mostly [[DireBeast Dire Beasts]] and Legendary Animals. There was is also a Ghost Brute "Ghost Brute" template added in another book that was is specifically there to create ghostly animals and other low-charisma creatures.
* GoldSilverCopperStandard: D&D ''D&D'' is one of the early trope codifiers. Prices are usually listed in g.p., gold pieces, unless they're small prices, in which case they're listed in s.p. silver pieces or c.p..copper pieces. The exchange rates were as follows:



* HolyIsNotSafe: The Positive Energy Plane serves as the power source behind "positive" energy damage and abilities that TurnUndead, but any living being who tries to enter the plane without appropriate protection will find their bodies being overloaded with life energy and risk being vaporized if they spend too long there. Ironically, according to 3.5E Rules as Written, undead that travel to the plane simply gain (temporary) hit points, and are immune to all the downsides.

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* HolyIsNotSafe: The Positive Energy Plane serves as the power source behind "positive" energy damage and abilities that TurnUndead, but any living being who tries to enter the plane without appropriate protection will find their bodies being overloaded with life energy and risk being vaporized if they spend too long there. Ironically, %%Ironically, according to 3.5E Rules as Written, undead that travel to the plane simply gain (temporary) hit points, and are immune to all the downsides.
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** The Wu Jen is another arcane base class using a spell book (or an oriental-flavored equivalent). A few {{Prestige Class}}es also uses spell books without formal wizard training -- Chameleon, Corrupt Avenger, Cultist of the Shattered Peak, Deathmaster, Ebonmar Infiltrator, Hoardstealer, Merchant Prince, Prime Underdark Guide, Telflammar Shadowlord, Thayan Slaver...
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'''Dungeons & Dragons (3.5 edition) (2003 - 2007)''' was an effort to rebalance and fix up 3rd edition. It consisted of ''lots'' of little fixes and additional content while trying not to render obsolete what came before. However, the gradual shift from attempts to model the game world to an abstract "chess rules balance" approach becomes rather obvious. Individual settings are routinely treated much more invasively at this point, starting with "how to shoehorn this into X" advice on everything.

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'''Dungeons & Dragons (3.5 edition) (2003 - 2007)''' was an effort to rebalance and fix up 3rd edition. It consisted of ''lots'' of little fixes and additional content while trying not to render obsolete what came before. However, the gradual shift from attempts to model the game world to an abstract "chess rules balance" approach becomes rather obvious. Individual settings are routinely treated much more invasively at this point, starting with "how to shoehorn this into X" advice on everything.
everything. This was also the most recent edition at the time of this website's creations, so a lot of D&D references on this site are talking about this edition.
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** Still the standard for wizards, who learns new spells by scribing them in a spell book, and prepare them by consulting it every morning. Sorcerers notably don't need one, their magic being "in their blood", but have a much reduced selection in exchange.
** The archivist class uses divine magic (the kind clerics and druids use) through a prayerbook in a manner similar to wizard instead of praying for them like other divine casters.

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** Still the standard for wizards, who learns new spells by scribing them in a spell book, and prepare them by consulting it every morning. The "starter" spell book of an apprentice wizard is free, but adding new spells to it and buying new books can get very expensive. Sorcerers notably don't need one, their magic being "in their blood", but they have a much reduced spell selection in exchange.
** The archivist class uses divine magic (the kind clerics and druids use) through a prayerbook in a manner similar to wizard wizards instead of praying for them like other divine casters.

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* BlackMagic: Several individual examples: Many 3rd Edition spells have a self-explanatory [Evil] descriptor.

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* BlackMagic: BlackMagic:
**
Several individual examples: Many 3rd Edition spells have a self-explanatory [Evil] descriptor.descriptor. The rules are fuzzy, but casting such spells is considered an evil act (although casting an evil spell for a good purpose averages as neutral) and as such good characters using them too often are at risk of an alignment change.
** The ''Heroes of Horror'' sourcebook proposes a variant rule that adds a risk of gaining "depravity" points each time such a spell is used, which in the long run means the caster becomes less and less sane.
** The ''Book of Vile Darkness'' introduces many [Evil] spells, including a whole category of them, Corrupt spells, which are of easy access to most casters (including good-aligned) and are relatively more powerful than other spells of the same level, but are always cast at a cost (called "Corruption").
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* MatchlightDangerRevelation: The illustration for the ''corpse candle'' spell in the ''Spell Compendium'' sourcebook is exactly this trope. The wizard using it finds himself entirely surrounded by spectral undead, along with the caption:
-->''Corpse candle sometimes reveals things you wish you hadn't seen.''
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''Dungeons & Dragons (3rd edition)'' (2000 - 2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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''Dungeons & Dragons (3rd edition)'' Edition)'' (2000 - 2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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* PoisonIsEvil: In 3.5, according to the Book of Exalted Deeds, using poison to deal damage is an evil act because it causes undue suffering. Using ''ravages'', however, is a-ok, because ravages only wrack and torture the bodies of evil creatures. ([[MoralDissonance Using poison against an evil creature is still evil even if it has the exact same effect]].)

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* PerpetuallyProtean:
** From the ''Monster Manual II'', the Grimalkin is a shapeshifter whose true form is a large blue-gray housecat, but which can turn into any animal close in size. Their chosen form depends on the situation, but in combat they will change shape every round to confuse the opponent and make it difficult to adopt a strategy.
** One of the many monsters featured in the ''Epic Level Handbook'' is the Hagunemnon, a pretty obvious ShoutOut to the Haggunenons of ''Radio/TheHitchhikersGuideToTheGalaxy''. Like their inspiration, they are constantly taking on new shapes and possess a xenophobic hatred of all non-shapeshifters. More worryingly, they are known to travel extensively in search of new shapes to copy -- and they prefer to kill their targets once they've finished acquiring their forms...
** The Homebrew [[https://dnd-wiki.org/wiki/Shapeshifter_(3.5e_Class) Shapeshifter Class]] can eventually achieve this state: at the 20th level, the power of transformation is always active and the Shapeshifter becomes "an amorphous, mutating wonder" capable of casually taking on any form for any duration of time at the drop of a hat. For good measure, the Shapeshifter's ceaselessly protean nature allows players to flow through narrow gaps and manacles like water, [[HealingFactor regenerate]] or [[MadeOfIron resist]] a huge range of injuries, and ''[[TheAgeless cease aging altogether]].''
* PoisonIsEvil: In 3.5, according to the Book ''Book of Exalted Deeds, Deeds'', using poison to deal damage is an evil act because it causes undue suffering. Using ''ravages'', however, is a-ok, because ravages only wrack and torture the bodies of evil creatures. ([[MoralDissonance Using poison against an evil creature is still evil even if it has the exact same effect]].)

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* * MagikarpPower: Wizards in 3.x, due to LinearWarriorsQuadraticWizards. Same with most casters, especially the ''infamous'' [=CoDzilla=] combination of 'Cleric or Druid.'

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* * MagikarpPower: Wizards in 3.x, due to LinearWarriorsQuadraticWizards. Same with most casters, especially the ''infamous'' [=CoDzilla=] combination of 'Cleric or Druid.'


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* MeditatingUnderAWaterfall: Among the many Planar Touchstones described in the ''Planar Handbook'', there is Mimshan's Curtain, a waterfall located in the Outlands (the TrueNeutral plane)[[invoked]]. This was the meditation spot for the legendary monk Mimshan, and anyone wanting to gain the benefits of the Touchstone has to meditate under the waterfall for 24 hours.
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Crosswicking.

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* StickySituation:
** Tanglefoot Bags are alchemical items that burst open when thrown, miring the target to a mild degree.
** The ''Race of the Dragons'' sourcebook adds the ''sticky floor'' spell, that entangles all creatures in contact with the floor. It is a favorite of kobold sorcerers to protect their lairs.

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Crosswicking.


* DogPileOfDoom: The splatbook ''Cityscape'' introduces rules for rampaging mobs. While your typical mob is composed of ordinary citizens with no class levels, it is ''way'' more dangerous than its individual parts. Even mid- to high-level characters caught in an angry mob are likely to be grabbed, pinned down, trampled and pummeled to death. By its very nature, a mob negates most defenses like armor, agility or invisibility, much like a [[TheSwarm swarm]].



** 3rd Edition D&D eventually added a whole creature subtype for beings descended from dragons - the dragonblooded - with access to unique dragon-themed feats and {{Prestige Class}}es (including wings and {{Breath Weapon}}s). While Sorcerers are ''not'' automatically dragonblooded, they can trade away some of their normal abilities in order to count as such.

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** 3rd Edition D&D eventually added a whole creature subtype for beings descended from dragons - -- the dragonblooded - -- with access to unique dragon-themed feats and {{Prestige Class}}es (including wings and {{Breath Weapon}}s). While Sorcerers are ''not'' automatically dragonblooded, they can trade away some of their normal abilities in order to count as such.

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* SpellBook: The archivist uses divine magic (the kind clerics and druids use) this way instead of praying for them.
* SpellLevels: 3rd Edition brought about spell level 0, increasing the number of levels to 10. Clerics and druids had their "max" for spell levels increased from 7 to 9, to put them on the same power plateau as arcane spellcasters. As such - clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have seven (0-6), and paladins and rangers have four (1-4).

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* SpellBook: SpellBook:
** Still the standard for wizards, who learns new spells by scribing them in a spell book, and prepare them by consulting it every morning. Sorcerers notably don't need one, their magic being "in their blood", but have a much reduced selection in exchange.
**
The archivist class uses divine magic (the kind clerics and druids use) this way through a prayerbook in a manner similar to wizard instead of praying for them.
them like other divine casters.
* SpellLevels: 3rd Edition brought about spell level 0, increasing the number of levels to 10. Clerics and druids had their "max" for spell levels increased from 7 to 9, to put them on the same power plateau as arcane spellcasters. As such - -- clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have seven (0-6), and paladins and rangers have four (1-4).(1-4).
* SpinToDeflectStuff: The feat to perform this is called "Spinning Defense" (from the ''Dragon Compendium''). It requires a polearm and focusing entirely on defense, but allow the use of Deflect Arrows an unlimited number of times (while it's usually limited to one projectile per round).
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* GhostlyAnimals: "Ghost" is a template in 3.5 edition that normally couldn't be applied to animals since most lacked the charisma score necessary to become a ghost. There are a few exceptions, however, mostly [[DireBeast Dire Beasts]] and Legendary Animals. There was also a Ghost Brute template added in another book that was specifically there to create ghostly animals and other low-charisma creatures.
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* FoldSpindleMutilation: The "spiralburst bottle" is a nasty magic item from the ''Book of Vile Darkness''. When it's un-stoppered or shattered, it opens a half-inch portal to the Ethereal Plane that sucks in a single creature or object. Unless the target is a BlobMonster, it ends up a spiral swirl of liquefied flesh and blood, lost in the Ether.
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* BagOfHolding: There's a magic item called the Belt of Hidden Pouches, which has a grand total of thirty pouches (ten visible, twenty hidden) that all function as miniature bags of holding — none of them can hold more than five pounds or half a cubic foot, and none of them can hold an item that exceeds 6 inches in any dimension, but the belt itself can hold up to 150 lbs while itself weighing only a single pound, and the pouches never bulge.
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* DeadlyDodging: There are several different ways to force attacking enemies to hit their own allies by mistake or blunder into a disadvantageous or even dangerous positions:
** The Deceptive Dodge feat allows tricking an opponent that attacks in melee and miss you into hitting another close-by target.
** The Elusive Target tactical feat includes two such maneuvers. "Diverting Defense" works against two foes flanking you; the first to attack miss automatically and may strike its ally instead. "Cause Overreach" is risky since you need to provoke an attack of opportunity, but then if the attacker misses you can safely trip it.
** Gnome Tunnel Acrobatics from Dungeonscape is another tactical feat with a maneuver of this type, "Combat Puppeteer". It allows confusing opponents by moving swiftly between them, leading the attack of opportunity of one of them to hit their ally.
** From the ''Tome of Battle – Book of Nine Swords'', the Setting Sun martial discipline in particular is dedicated to misdirection and turning the strength of the enemy against itself. Beyond the various throws allowing to put an opponent just at the right spot for it to get hurt by your allies or the terrain, there are maneuvers such as "Counter Charge" (sends a charging foe sprawling), "Scorpion Parry" (deflects an attack so that it strikes someone else), "Ghostly Defense" (tricks an opponent into hitting an ally) and "Fool's Strike" (can lead an attacker to strike itself). Other disciplines are more straightforward, but the Iron Heart one includes "Manticore Parry", which can deflect a weapon strike against another opponent.
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* FaceDesignShield:
** The Lion's Head Shield, which can roar and bite enemies.
** The 3.5th Edition ''Magic Item Compendium'' has an illustration of a shield with a sculpted skeletal demonic face. Appropriately, it is described as a +1 menacing shield, that is a SupernaturalFearInducer.
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* FashionableAsymmetry: The ''Player's Handbook'' uses asymmetrical outfits for the iconic characters representing the Bard, the Paladin, the Ranger, and particularly the Sorcerer.
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* FastballSpecial: Edition 3.5 has a feat that allows players to do this, [[ExactlyWhatItSaysOnTheTin appropriately named]] [[http://www.wizards.com/dnd/images/ros_gallery/83327.jpg "Fling Ally"]]. This gets amusing if you combine it with the CharmPerson spell and the Distant Shot feat. To quote one post on the Internet, "[[ATwinkleInTheSky The Andromeda galaxy is within my line of sight, right]]?"

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''Dungeons & Dragons (3rd edition) (2000 - 2003)'' made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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''Dungeons & Dragons (3rd edition) edition)'' (2000 - 2003)'' 2003) made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.


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* HatePlague:
** Mindflayers are given magical stones that could potentially have this result in the supplement ''Lords of Madness''.
** ''Elder Evils'' has the Hulks of Zoretha, whose awakening causes the Blood Moon to rise and brings one of these upon the world. Initially, it's just an additional degree of hostility to every interaction, but as it moves on, everything on the planet that is alive and thinking must make a daily Will save or start attacking everyone in sight until someone dies. Once they're fully awake, those that fall to this wrath will become superhumanly strong, but eventually pass out from sheer exhaustion in trying to kill things.

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'''Dungeons & Dragons (3rd edition) (2000 - 2003)''' made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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'''Dungeons ''Dungeons & Dragons (3rd edition) (2000 - 2003)''' 2003)'' made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.


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* IGaveMyWord: A ''dangerous'' example occurs with Pandorym, one of the [[EldritchAbomination Eldritch Abominations]] outlined in the ''Elder Evils'' sourcebook. Originally, it was summoned millennia ago by a cabal of foolish wizards after agreeing to a contract in which it would act as a DoomsdayDevice to be used against the gods, but the wizards double-crossed it and imprisoned it to use as a deterrent. The gods smote the arrogant wizards dead, but Pandorym was too powerful for them to destroy, so it remained in its prison until the present time. If it ever escaped, its first goal would be [[RoaringRampageOfRevenge to enact revenge by slaying every last descendant of its betrayers]]; however, its second goal would be to fulfill its end of the original contract. With its [[BlueAndOrangeMorality alien view of reality]] it is bound by a strange code of honor to keeps its word, even though its summoners ''broke'' theirs. And because its side of the contract was to slay every god in existence, this code of honor [[OmnicidalManiac threatens all of creation.]]
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* KnifeOutline: 3.5 introduces the "Ranged Pin" feat that allows you to make a grapple attempt with a ranged weapon. The flavor text describes it as pinning the target's clothes to the ground or wall.
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* StealthHiBye: The 3.5 edition supplement ''Exemplars of Evil'' has a monk alternate class feature called "Invisible Fist". It allows one to turn invisible for 1 round every 4 rounds. Very useful in fights, of course, but can also be used to make sneaky entrances and departures, without wasting any resources for such theatrics.
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* SwissArmyTears: In the evil sourcebook, ''The Book of Vile Darkness'', crystallized angel tears count as minor artifacts. When collected using the proper ritual in places where celestials have felt great sorrow or pain (or harvested from a captive angel ForcedToWatch horrifically evil deeds), the tears can be fired from slings or thrown as [[UnholyNuke Unholy Hand Grenades]].
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'''Dungeons & Dragons (3rd edition) (2000 - 2003)''' edition made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

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'''Dungeons & Dragons (3rd edition) (2000 - 2003)''' edition made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.
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* ''TabletopGame/EpicLevelHandbook'' (2001)
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/players_handbook_3e.jpg]]

'''Dungeons & Dragons (3rd edition) (2000 - 2003)''' edition made major simplifications to the rules of ''TabletopGame/DungeonsAndDragons'' by using the UsefulNotes/D20System (which was originally created specifically for D&D 3.0) based on roll-over used in ''TabletopGame/GammaWorld'' long ago. The simplification was comprehensive enough to mean that nearly all character actions will fall into one of three areas - combat, skills, and magic. This means that 3rd edition is also more flexible than 2nd; skills and abilities are more universal, with every class being able to attempt actions like "bluff" or "hide", whereas only specific classes had access to them before.

This time the CharacterClassSystem dominates the weaker race system and for powerful and unusual creatures what was racial HD is treated as "class". The standard level limit was set at 20 (higher levels were covered in the ''TabletopGame/EpicLevelHandbook''), again without racial restrictions of any kind, although each race had a "favored class" that factored into multiclassing. The previous, crufty system of "weapon proficiency slots" was revamped into a somewhat-less-crufty system of Feats. Overall, the game became a lot simpler to use without losing very much of its depth. In addition, much of the material thrown out in 2nd edition - half-orcs, monks, battles with demons, and so on, were added back in (some in the core rulebooks, others in supplements).

The most obvious flaws: indecisive unification [[note]]Such as class feature "skill works differently" -- e.g. out-of-table Rogue abilities to deal with difficult and magic traps. Or prestige classes awkwardly referring to the base class -- like with "+1 to existing spellcasting class" or "we don't say, Druid, we say requires Wild Shape... which has nothing to do with the class".[[/note]], skill rank inflation, feats handled separately without any common meaning to them[[note]]''Complete Scoundrel'' later tried to abate two latter problems at once with "[[http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=5 skill tricks]]" mechanics.[[/note]] and LinearWarriorsQuadraticWizards on steroids.

'''Dungeons & Dragons (3.5 edition) (2003 - 2007)''' was an effort to rebalance and fix up 3rd edition. It consisted of ''lots'' of little fixes and additional content while trying not to render obsolete what came before. However, the gradual shift from attempts to model the game world to an abstract "chess rules balance" approach becomes rather obvious. Individual settings are routinely treated much more invasively at this point, starting with "how to shoehorn this into X" advice on everything.

[[folder: Core Rulebooks]]
* ''Player's Handbook: Core Rulebook I'' (2000)
* ''Dungeon Master's Guide: Core Rulebook II'' (2000)
* ''Monster Manual: Core Rulebook III'' (2000)
* ''Monster Manual II'' (2002)
* ''Player's Handbook: Core Rulebook I v.3.5'' (2003)
* ''Dungeon Master's Guide: Core Rulebook II v.3.5'' (2003)
* ''Monster Manual: Core Rulebook III v.3.5'' (2003)
* ''Monster Manual III'' (2004)
* ''Dungeon Master's Guide II'' (2005)
* ''Player's Handbook II'' (2006)
* ''Monster Manual IV'' (2006)
* ''Monster Manual V'' (2007)
[[/folder]]

----
!!Tropes in this game include:
* AbilityDepletionPenalty: In 3.5 Edition "Reserve [[SkillScoresAndPerks Feats]]" grant a character a supernatural ability that's usable at will, so long as they have a spell of a specific type and [[SpellLevels minimum level]] available to cast. If they exhaust all their [[VancianMagic spell slots or castings of that spell]], the ability goes offline until they're replenished.
* AbsurdlyHighLevelCap: After the release of the ''TabletopGame/EpicLevelHandbook'' in 3rd Edition, there was no level cap. In theory, you could make a level one million character if you took the time to do it. No sane [[GameMaster Dungeon Master]] would ever let you use it, or put the time into running a campaign where it could be used, but it was still possible according to the rules and game mechanics (if only in theory).
* AllSwordsAreTheSame: 3rd edition uses this trope to some extent, only requiring proficiency for exotic weapons and drawing less of a distinction between different sorts of swords.
* AntiDebuff: Starting from the 3.0 and 3.5 editions, Paladins have a class ability granting IdealIllnessImmunity, as well as the ability to magically cure diseases (which are implemented as stat debuffs).
* AntiFrustrationFeatures:
** Resurrection mechanics mean DeathIsASlapOnTheWrist for a PlayerCharacter that's been around long enough for the player to get attached to. 3rd Edition made death more survivable by removing the [[TheSixStats Constitution-based]] chance for a resurrection to fail and render a PC KilledOffForReal.
** 3rd Edition removed the worst frustrations of the LevelDrain mechanic. In earlier editions, monsters with LevelDrain applied it with ''every hit'', items and spells that blocked the effect were extremely rare, and drained levels could only be regained the hard way. 3rd Edition replaced this with a "negative level" debuff that disappears after a day and/or can be removed with [[HealingHands status-healing magic]].
* ArmorAndMagicDontMix:
** In 3.X Edition arcane casters ''can'' wear armor if they take a proficiency feat, but if they do they risk a percentage chance that the spell will fail to cast, {{justified|Trope}} as the armor interfering with the gestures involved in spellcasting. Bards and the add-on classes warmage and warlock can wear light armor without hitting this restriction, and can take a feat, "Armored Caster", to be able to wear medium armor without risking spell failure. Of course, a wizard with skill in the schools of transmutation and abjuration doesn't necessarily ''need'' armor since they can protect themselves quite well with their spells.
** {{Druid}}s are only allowed to wear armor (and other equipment) made from "natural" materials (wood, hides, stone, etc.) or else their powers are unusable. With just the core rulebooks (''Player's Handbook'', ''Dungeon Master's Guide'', and ''Monster Manual''), this restricts druids to wearing relatively weak armor (nonmetal light and medium armor and wooden bucklers, light shields, and heavy shields). Some of the 3.x Edition add-on books added some esoteric materials that are classified as natural and can be forged into heavier armors.
* AscendToAHigherPlaneOfExistence: It can be an InvokedTrope if you like in 3/3.5 edition. Standard class progression stops at level 20, but the ''TabletopGame/EpicLevelHandbook'' contains rules for advancing beyond that, with no actual cap. The easy multiclassing in that edition also means that you can simply add new classes and prestige classes pretty much forever. However, by this point game balance is non-existent so few games ever hit epic levels, and even those that do rarely go very far into them. Deities and Demigods allows your character to engage in this trope rather than just advance forever.
* AwesomeButImpractical:
** The 3.X monk. On paper, you've got a monster ninja who can move faster than anything, run up walls, teleport, [[InASingleBound jump so far]] [[NotQuiteFlight he can effectively fly]], become completely immune to poison and disease, block and catch enemies, grapple and trip forever, stun or kill enemies with a single blow, punch through ''castles'', and [[FlightStrengthHeart talk to animals]]. In practice, he can't hit anything, and is ''squishier'' than [[SquishyWizard the wizard]] (who gets lots of good buffs to avert that).
** 3.X metamagic feats raise the power of spells but treat them as higher level, essentially making them more expensive to use. With very few exceptions, the result is actually slightly less powerful than just using a higher level spell. Several feats and classes reduce the cost of metamagic (Arcane Thesis, notably), making it capable of dealing several thousand damage per round with ease.
* {{BFS}}: In 3rd edition it was possible for a character to wield swords created for creatures much bigger (a human wielding a sword designed to be used two-handed by ''giants'', for example). 3rd also has the "Fullblade", which is explicitly an even bigger greatsword, ala ''{{Manga/Berserk}}'' and ''VideoGame/FinalFantasyVII''.
* {{Biomanipulation}}: Biomancers from v3.5 have exactly this ability, hence the name of their class.
* BlackMagic: Several individual examples: Many 3rd Edition spells have a self-explanatory [Evil] descriptor.
* BladeSpam (split-second type): This is the ''default'' mode of attack for high-level [[MasterSwordsman Weapon Masters]] (a warrior PrestigeClass kit) in 3.x Edition. Able to fight equally well with both hands and using the attack/round tables of a BareFistedMonk, a level 16 Weapons Master gets 6 strikes per round (6 seconds) with a single weapon, 12 when DualWielding, and you do ''not'' want to [[ThereIsNoKillLikeOverkill get in her way when she's buffed with Haste]].
* BodyHorror:
** The entire point of the "Book of Vile Darkness" and especially the "Libris Mortis." A fair number of psionic abilities in 3.5e invoke this as well - including one which causes the target's skin to grow into a single solid membrane, effectively immobilizing it.
** The ''Lords of Madness'' (with many "eldritch horror" elements), ''Fiendish Codex I: Hordes of the Abyss'' (with some truly foul concepts for demons), and ''Elder Evils'' (with some lovely beings such as [[spoiler:a world which is actually the undead fetus of a god]] and [[spoiler:an enormous 1-mile wide bloated mass of corrupt proto-life that tries to mutate all life on a world to be like itself]]). One admires the creativity shown in these books... and questions the minds that came up with these ideas.
** What happened to the hag countess, also what usually happens to those who die on the 6th layer of hell. Their body fuses with the layer, their souls however stay where their body is. Its such a painful fate that those unfortunate enough to suffer it tend to go mad in a matter of hours.
* CannotCrossRunningWater: In 3E vampires cannot pass over running water on their own, but can be carried over it in a container. Also, they're not destroyed by immersion in running water if they have a swim speed before becoming a vampire.
* CastFromExperiencePoints:
** In 3e crafting magical items costs XP, with powerful spells like "Wish" and "Miracle" also costing XP.
** In 3.5, the following spells require XP: [[http://www.d20srd.org/srd/spells/planarAllyLesser.htm Planar Ally]] (all spells), [[http://www.d20srd.org/srd/spells/atonement.htm Atonement]], [[http://www.d20srd.org/srd/spells/commune.htm Commune]], [[http://www.d20srd.org/srd/spells/restorationGreater.htm Greater Restoration]], [[http://www.d20srd.org/srd/spells/gate.htm Gate]], [[http://www.d20srd.org/srd/spells/miracle.htm Miracle]], [[http://www.d20srd.org/srd/spells/awaken.htm Awaken]], [[http://www.d20srd.org/srd/spells/permanency.htm Permanency]], [[http://www.d20srd.org/srd/spells/vision.htm Vision]], [[http://www.d20srd.org/srd/spells/simulacrum.htm Simulacrum]], [[http://www.d20srd.org/srd/spells/limitedWish.htm Limited Wish]], and [[http://www.d20srd.org/srd/spells/wish.htm Wish]].
* ChangingGameplayPriorities: In 3E, AC (Armor Class) is important at low-to-mid levels because it allows you to avoid taking damage from enemy attacks. At higher levels, either everybody has such high attack bonuses that AC becomes meaningless, or use attacks that largely ignore AC, like Saving Throws or Touch AC. Even if you have +5 Full Plate Armor most enemy attacks are going to hit you.
* CharlesAtlasSuperpower: Pretty much the entire point of Epic Levels (i.e. level 21 and higher). By training long enough and defeating enough monsters, any fighter or rogue or barbarian can attain a balance check high enough to walk safely upon clouds, or a tumble check high enough to survive re-entry into the atmosphere, or gain the ability to turn invisible while standing in the open under broad daylight. They're just ''that good''.
* CombatMedic: 3.5 Edition had a prestige explicitly for this and called this.
* CompetitiveBalance: 3E, [[QuirkyBard Bards]] were [[MasterOfNone largely useless as they were really too versatile for their own good]], while Druids were {{Game Breaker}}s; Fighters on the other hand were largely useless in anything that wasn't, [[CripplingOverspecialisation um, fighting]] and other physical activities like riding, climbing and balancing, and often a Druid's animal companion would outclass a Fighter PC in those regards.
* ContinuingIsPainful: Resurrection magic is expensive, has a chance for failure that will result in {{Permadeath}}, and causes you to lose a level.
* {{Counterspell}}:
** 3rd Edition has a Counterspell mechanic. A prepared spell may be cast to nullify another caster's attempt to use the same spell. For example, a ''fireball'' can counter another ''fireball'' (but not ''delayed blast fireball'', which is a different spell). Some spells are specifically opposed to and counter other spells (''haste'' and ''slow'' may counter each other as well as themselves). Finally, ''dispel magic'' can be used as a universal counterspell but requires a unique "dispel check" to make the attempt. This worked very well with the base list of spells in 3.0 when, for instance, basically any caster intending to deal damage with a 3rd-level spell will have either fireball or lightning bolt slotted. As expansions piled up, however, the sheer length of the spell list made guessing a specific spell to counter essentially impossible, and the suggested house rule of countering with any spell of the same school (general thematic category) and same or higher level became extremely common.
** While technically not a spell, bards in 3rd Edition have the ''countersong'' ability, which lets them counter spells that depend on sound within a 30 foot radius.
* CrazyPrepared
** The wizard has effectively unlimited access to spells, provided he's willing to pay for the scrolls and wands. Lower-level spells and scrolls are cheaper than higher-level ones, meaning any given wizard will probably have the majority of his collection of spells known, wands, and scrolls, in the lower level region. Now, when your budget is measured in values like 18,000 gold, is it really a problem to spend 12.5 gold to have odd, corner-case spells available like Tenser's Floating Disk? The practical upshot of it is that a wizard will typically be walking around with a veritable library of spells that have ''no practical purpose'' except to make him look like Batman. This means the Wizard can spend the rest of his time and money on having those really hugely powerful spells that turn the rest of the party into his personal audience. The funny part is that the balance is supposed to be that you can only prepare a certain amount of spells per day, and you have to do it in advance. Unfortunately, they kind of broke this by allowing a single spell to be prepared in an empty slot in 15 minutes. Sure, you need your combat spells in advance, but leaving a slot open at strategic levels for "something without a time constraint" can give you access to something like 3/4 of it all at once.
** Also, in rules supplements like the '''Arms And Equipment Guide''' you'll find a variety of little bits-and-pieces items, like a stick of chalk, a hacksaw blade, extremely long pieces of string, a piece of ebony wood, and a bag of marbles. Each of these were individual items that had shown up in a variety of different other modules by one lone, clever writer, and since they're mundane items they are remarkably cheap (some not even breaking a single gold piece). It only takes a player willing to comb through the book and dedicate maybe a hundred gold of his budget (which, again, represents thousands and thousands of gold) to always have the right tool for an obscure job.
* CreatorThumbprint:
** Gary Gygax had several, including mushrooms, various shades of the color purple, Creator/HPLovecraft, his extensive vocabulary, polearms, and [[KillerGameMaster infamously difficult adventures/dungeons]]. On the unfortunate side, problems with ranged weapons from slings to wheel-locks. Only in 3.x Edition was his fascination with polearms finally dropped... to be replaced with some new developer's spiked chain fetish. These things wormed their way '''everywhere''', even underground.
** On the note of 3.x Edition, former Wizards of the Coast employee Monte Cook enforced LinearWarriorsQuadraticWizards '''''much more''''' than in previous editions. Martial classes were either mechanically schizophrenic (monks), ridiculously generic (fighters), or straight up terrible (3.5 samurai, which was a straight port of the 3.0 samurai without any reworking). Caster classes were [[GameBreaker overpowered]] due to both the number of overpowered spells they could get and the introduction of metamagic feats. [[CreatorsPet Wizards]] in particular were the worst about it. With 5E, Fighters are far more viable mechanically (retaining a lot of the tools they gained in 4E, for instance being the only class to keep the action surge feature) and Concentration rules for most spells limit the number of magical effects casters can keep up at one time, making the playing field much more even.
* CriticalHitClass: Third edition has weapons with an increased critical hit range (chance to make a critical hit), due either to their physical nature or magical enhancements. There are spells (like ''keen edge'') and feats that do likewise (e.g. "Improved Critical"). A character can concentrate on gaining as large a critical hit range as possible (though most of the time, different critical range improvements do not stack).
* DarkWorld: The Plane of Shadow, which is a shadowy copy of the material plane like a photo-negative.
* DeadlyForceField:
** The Prismatic Sphere spell is normally stationary. If it can be made mobile (perhaps by modifying it so it can be cast on a movable item/creature) it can be touched to an opponent, inflicting a variety of massive types of damage on the victim.
** The ''TabletopGame/ForgottenRealms'' 3.5E supplement ''Lost Empires of Faerun'' contains the spell Crushing Sphere, which envelops the target and crushes it over several rounds.
* DidYouJustPunchOutCthulhu: Deicide is a common practice in epic-level games. Gods even have combat stats just like any other monster, and are fully punchable. However they can't be killed except by extraordinary circumstances, and edition deities typically have 20 levels in three different class with another 20 outsider hit dice (and each of these gets the max amount, rather than the 1/2 or random most get). For those not in the know, that means they can take a ''lot'' of punishment and resist a lot of effects even without their divine immunities and powers.
* DifficultButAwesome: The horribly overpowered full casters in 3rd edition [[https://web.archive.org/web/20050313114857/http://www.montecook.com/cgi-bin/page.cgi?mc_los_142 were at least partially intentional]], in order to reward players who realize how it works.
* DistractedByTheSexy: In the 3.5 supplement ''Fiendish Codex I: Hordes of the Abyss'', one of the Abyssal Heritor feats is "Otherworldly Countenance", which allows to choose between wretchedly hideous or stunningly beautiful. If beautiful, the character can cause a fascination effect a set number of time per day by focusing attention on a subject. Note that no mention is made of the subject needing to be of the opposite sex (or even the same species, in fact).
* DragonAncestry:
** Dragons are known to interbreed so much that it looks as though many sorcerers had a dragon ancestor. The Half-Dragon Template can also be added to almost anything that can breed.
** Members of the [[InherentGift Sorcerer]] class are usually said to receive their powers from draconic blood, though a number of other supernatural ancestors are also possible. The Dragon Disciple PrestigeClass allows a Sorcerer to tap deeper into their bloodline to gradually transform themselves into a Half-Dragon.
** 3rd Edition D&D eventually added a whole creature subtype for beings descended from dragons - the dragonblooded - with access to unique dragon-themed feats and {{Prestige Class}}es (including wings and {{Breath Weapon}}s). While Sorcerers are ''not'' automatically dragonblooded, they can trade away some of their normal abilities in order to count as such.
** Kobolds from 3rd edition onward are depicted as tiny reptilian servants of dragons, with a tendency to become Sorcerers. Occasionally their draconic blood manifests particularly true in the form of a Dragonwrought Kobold, whose scales shine in the colour of their ancestor. While no inherently stronger than a normal Kobold, they are usually [[CharacterLevel higher level]] and more likely to possess dragon-themed abilities. In addition they are biologically closer to Dragons than Humanoids, making them immune to certain spells and preventing their bodies from weakening as they age (the latter of which makes them [[MinMaxersDelight extremely popular among spellcaster players]], since old age provides bonuses to spellcasting-related stats that are normally AwesomeButImpractical).
* DrawSwordDrawBlood: The 3E ''Dungeon Master's Guide'' offers this as a potential quality of [[EmpathicWeapon intelligent weapons]].
* EvilMakesYouMonstrous: The optional 3rd edition book ''Heroes of Horror'' presents a system that implements this trope. In this, you don't even have to commit evil acts. Evil is practically a hazardous material, and turns you monstrous either physically (called corruption) or morally (called depravity), depending on the circumstances, if you don't take adequate protective measures or make your saving throws if you are around it.
* ElvesVsDwarves: Since both dwarves and elves are standard hero races, they tend to be on decent terms, though usually not seeing eye to eye on much (typically more like eye to groin). The 3rd edition rulebook mentions that while dwarves and elves don't always get along, if one gets attacked the other will be the first to help them, much like brothers.
* ExperiencePenalty: In the 3rd edition, multiclassing incurred an XP penalty unless one of the character's classes was their race's "favored class". Humans got to choose their favored class.
* ExpertInUnderwaterBasketWeaving: 3[[superscript:rd]] Edition characters can invest in "Craft" and "Profession" skills, some of which are so specific and so orthogonal to the adventuring trade that they're usually only of use to {{NPC}}s and as prerequisites for certain obscure {{Prestige Class}}es. For example, the [[DemonLordsAndArchdevils Archdevil]] Mammon, Lord of the Third Circle of Hell, happens to be a fantastically skilled [[VillainsOutShopping bookkeeper]].
* FictionalAgeOfMajority: In 3.5 Edition humans reach majority at 15, whereas elves, who can expect to live into their 500s, do at 110.
* GoldSilverCopperStandard: D&D is one of the early trope codifiers. Prices are usually listed in g.p., unless they're small prices, in which case they're listed in s.p. or c.p.. The exchange rates were as follows:
** 10 c.p. = 1 s.p.
** 10 s.p. = 1 g.p.
** 10 g.p. = 1 p.p.
* HandOfGlory: The Hand of Glory from the 3.5 edition can be worn around the neck (presumably not alight). It provides an extra place to wear a [[RingOfPower magic ring]] along with being able to cast a few spells.
* HellSeeker: The ''Fiendish Codex'' sourcebooks for 3.5 claim that many evil characters make deals with devils on the assumption that, after they die, they'll rocket to the top of Hell's hierarchy. "[[OriginalPositionFallacy None ever look at a lemure [the bottom of Hell's food chain] and think that will be their eternity.]]"
* HeroicAmbidexterity: Ambidexterity is a [[{{perk}} feat]] that allows you to DualWield weapons much more efficiently than otherwise, even if you're already trained for it.
* HolyIsNotSafe: The Positive Energy Plane serves as the power source behind "positive" energy damage and abilities that TurnUndead, but any living being who tries to enter the plane without appropriate protection will find their bodies being overloaded with life energy and risk being vaporized if they spend too long there. Ironically, according to 3.5E Rules as Written, undead that travel to the plane simply gain (temporary) hit points, and are immune to all the downsides.
* HotSkittyOnWailordAction:
** Dragons were capable of offspring with nearly anything alive, while aasimar and tieflings all have celestial or infernal ancestry, respectively (it helps that shape-changing abilities are common amongst the respective parentage). Further parentage was possible; the number of templates for half-parentage is astounding.
** There's even a 3.5 sourcebook of half-breeds based around this trope... covering everything from the slightly unusual (human/merfolk) to the completely bizarre (elf/giant eagle).
* HoverSkates: 3.5 has a psychic power "Skate", which doesn't actually ''hover'', but fits the trope otherwise by letting people skate ''along'' the ground instead of ''above'' it.
* IdealizedSex: According to the ''TabletopGame/DungeonsAndDragons'' 3.5 module "Book of Vile Darkness", only evil people can have a sadomasochistic sexuality. Also, all sadomasochists have evil superpowers — sexual masochism and sadism ''are'' evil superpowers in this setting, and sexual masochism is defined as being the same thing as the trope CombatSadomasochist.
* ImmuneToMindControl: In 3rd Edition, the spell Mind Blank did this as well as provide some immunities to divination.
* InstantDeathRadius: A big problem in the 3rd Edition games is certain monsters being absolutely painful to approach via long melee reach and the Attacks of Opportunity provoked from trying to get close enough to melee them, which will usually hit for heinous amounts of damage due to their high Strength, such as ''any monster that's larger than you''.
* LinearWarriorsQuadraticWizards: It was at its worst in 3rd/3.5 edition due to significantly lowered character mortality and rules specifically for starting higher level campaigns, leading to far more characters achieving high levels and thus encountering the issue.
* LoadsAndLoadsOfRules:
** 3rd Edition in particular stands out by virtue of having numerous subsystems (such as [[PsychicPowers Psionics]], Invocations, [[DealWithTheDevil Binding]], [[CharlesAtlasSuperpower Blade Magic]], and [[GuideDangIt Incarnum]]).
** To give some perspective, the rules for [[GrapplingWithGrapplingRules grappling]] run a whole two pages in the 3rd edition [[UpdatedRerelease Rules Compendium]]. The rules for magic items weigh in at 5, and the rules for movement are covered by ''ten whole pages''. And then you have Polymorphing rules, which have been changed so frequently that you need to check the errata instead of the most recently printed book just to make sure you are up to date.
* LuckManipulationMechanic: 3.5 has the Fate Spinner Prestige Class, where you can shift around good and bad luck, as well as the Fortune's Friend, where having supernatural good luck and unlikely events is a class feature.
* MadeOfIndestructium: 3rd Edition [[MacGuffin Major Artifacts]]. At this point they say if you destroy one, you also attract the attention of whatever created it. They are probably not happy you destroyed their MagnumOpus. And are many [[BossBattle levels higher than you]] if not a [[OhCrap god]]. If you're lucky, they may be dead, but something powerful enough to create a major artifact tends to not just die...
* MagicOrPsychic: In 3rd edition most magic-using classes function by VancianMagic while Psionics are limited by {{Mana}}.
* * MagikarpPower: Wizards in 3.x, due to LinearWarriorsQuadraticWizards. Same with most casters, especially the ''infamous'' [=CoDzilla=] combination of 'Cleric or Druid.'
* MechanicallyUnusualClass:
** The sorcerer, in third edition, is a wizard but with spontaneous casting instead of memorization.
** Similarly, warlocks, especially in third edition, exist pretty much solely to have a completely different magic system from everyone else, based around spells that they could cast infinitely and generally completely abandoning Vancian magic. They're so blatantly just there to be mechanically different that they don't even really get their own origin, just a slight word-swap of the sorcerer class description substituting fairies for dragons.
* MoveInTheFrozenTime: In the 3rd edition, the Epic Level Handbook includes a feat called "Spell Stowaway" which allows a character to pick one spell and share in its effects each time it's cast within 300ft (as long as it would have a clear path to travel to you). One of the examples (used by the Phane monster) is choosing time stop so that you join the caster in their accelerated timeframe.
* MovingBuildings: ''Stronghold Builder's Guidebook'' has locomotion as a feature for a fortress as an option. how fast and what kind of movement depends on what you're willing to pay.
* {{Mundangerous}}: In 3rd edition, being on any surface (marbles most prominently) that requires something to balance without 5 ranks in the "balance" skill (which is otherwise not gotten as it's a rare class skill and most times you need to balance you can just fly), will result in being "flatfooted", a fairly big disadvantage, and it effects any land based foe without the balance ranks.
* NationalWeapon: Many deities have a preferred weapon that their followers tend to use. For example, the holy symbol for Kurbag is a double-bladed axe. In 3E, the Spiritual Weapon spell summons a weapon made of pure force that is described as taking the form of the user's deity's favored weapon (or a form specific to alignment for characters without a deity).
* NoGearLevel: Stripping gear tends to occur if you get captured or contained. The impact varies based on edition: 3e also has unarmed attacks provoke attacks of opportunity (unless you have a feat).
* OneHandedZweihander: There's a feat in 3rd ed. Dungeons & Dragons called Monkey Grip that allows a character to use two handed weapons as one handed weapons. As the system is one of the bigger cases of ShieldsAreUseless, and there is an inherit damage boost to two handed weapon use and even with the feat you suffer a penalty, it's common to see comments on how bad it is.
* PayingInCoins: A module for Edition 3.5 has an example where doing this is to your advantage. You run across some barbarian halflings who use a barter system--which means 1 gold piece (weighing about 1 third of an ounce, or 7.5 grams) is not much use to to them. However, the equivalent in copper pieces (100cp = 1 gp in this edition) means 2 pounds of metal they can melt down and use.
* PoisonIsEvil: In 3.5, according to the Book of Exalted Deeds, using poison to deal damage is an evil act because it causes undue suffering. Using ''ravages'', however, is a-ok, because ravages only wrack and torture the bodies of evil creatures. ([[MoralDissonance Using poison against an evil creature is still evil even if it has the exact same effect]].)
* PowerGlows:
** An entire series of cleric spells and psionic powers in 3.5 allow you to charge up power in your body and then shoot it as [[EnergyWeapon laser beams]]. As long as you haven't exhausted your stock of energy blasts, you actually function as a 60-foot light source, the color of the light being determined by how powerful the spell is you're using.
** Also the Nimbus Of Light feat and its improved version from ''Book of Exalted Deeds''.
* PsychicPowers: 3rd edition has the psion, psychic warrior, soulknife, wilder, ardent, divine mind, lurk, and erudite all as base classes. If you go to third-party books, even more exist.
* {{Psychometry}}: In D&D 3.5, Seers have access to a power called ''object reading'' that lets them touch an object and learn information about its previous owners. There's also a magic item called "gloves of object reading" that grants a similar ability.
* PublicSecretMessage: The 3E skill "Innuendo" serves this exact purpose. It was removed in 3.5E (turned into a part of the "Bluff" skill), presumably because it was [[UselessUsefulNonCombatAbilities too specific to be worth spending skill points on]].
* QuirkyBard: Bards are a versatile support caster who [[CantCatchUp in practice traded versatility for power]], never outshining any class in any specific role while also being rather rubbish in simple combat. The 3.5E splatbook did a lot to turn the Bard into a more effective JackOfAllStats.
* RandomTransportation: There's the legendary and infamous Comeback Inn, where the customers literally ''can't'' leave unless someone from the outside pulls them out. The 3.x Edition campaign book reveals that the building has been ''very'' heavily enchanted: exiting the doors will teleport you back into the building, attempting to jump out the windows or off the roof plops you back in the main hall, and trying to use spells like 'dimension door' or 'teleport' just moves you about the Inn. The only people immune to the enchantments are the innkeeper himself and his direct employees. And the usual way you can leave is if you pay your bill and the innkeeper was happy with your behavior as a guest.
* ReducedToDust:
** This is the result of a [[https://roll20.net/compendium/dnd5e/Disintegrate#content Disintegrate spell]] being cast on a creature that fails its save against it.
** Undead that fail their saving throw after being struck with a magic weapon with the Disruption property or killed by the Sunbeam or Sunray spells are reduced to dust.
* SacredFlames: The 3E divine spell ''Flame Strike'' calls down a bolt of fire from the heavens that does half fire damage and half divine damage. The divine half is not subject to damage resistance to fire-based attacks.
* ShapeshiftingHealsWounds: 3.5 Edition: {{Downplayed|Trope}} with the ''Polymorph'' and ''Shapechange'' spells, which restore HitPoints equal to a full night's rest when the target transforms. However, ''Shapechange'' lets them transform once per turn, so they can quickly heal completely.
* ShieldsAreUseless: A commonly held opinion about shields in 3E due to what they give you (a linear increase to AC compared to extra attacks or double Power Attack damage), the fact that most magic attacks ignore your shield bonus, and the existence of animated shields.
* SignsOfTheEndTimes: The 3.5 sourcebook ''Elder Evils'' provides one sign for each [[EldritchAbomination Elder Evil]].
** Zargon the Returner is heralded by an increase in extreme weather.
** Father Llymic's awakening causes the sun to dim and magic that creates light to weaken, until both disappear entirely. It also gets colder and colder, and the glazier Llymic is imprisoned under starts moving at an accelerated rate.
** Atropus the World Born Dead's arrival causes necromancy to become stronger, the dead start to randomly rise as zombies and skeletons, until every dead person rises as zombies, stronger than usual. The entire world is desecrated, and healing magic weaken. A strange black dot in the sky gradually grows.
* SongsInTheKeyOfLock: The 3rd Edition DMG mentions a note played on a lute as a possible key to open a magical door.
* SnakeCharmer: The ''Complete Adventurer'' book has a magical item called "Flute of the Snake", which can be used both to control and summon snakes.
* SpellBook: The archivist uses divine magic (the kind clerics and druids use) this way instead of praying for them.
* SpellLevels: 3rd Edition brought about spell level 0, increasing the number of levels to 10. Clerics and druids had their "max" for spell levels increased from 7 to 9, to put them on the same power plateau as arcane spellcasters. As such - clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have seven (0-6), and paladins and rangers have four (1-4).
* SupernaturalFearInducer: Starting with 1st edition, quite a few AD&D monsters have the ability to cause fear as an innate power:
** Various spells such as Scare and Cause Fear (the reversed form of Remove Fear) can temporarily frighten an opponent.
** The 1st Edition psionic power Telempathic Projection allows the user to implant fear in an opponent's mind.
** Certain creatures have the ability to cause fear in opponents, such as androsphinxes (roar), beholders (one of their eyes), some demons, devils, dragons (roar), mummies and satyr (by playing their pipes).
*** ''All'' dragons in some editions are constantly surrounded by an aura of fear that sends any low-level character into panic. They can, however, turn it off for a brief time. A few other monsters also have fear auras, such as liches.
*** In 3.5 it's not a magical or psionic effect: dragons are just plain scary. Mechanically, if a dragon with greater hit dice than you does anything threatening, you have to roll your save.
** One of the beholder's ten small eyes can cause fear in the victim it looks at.
** Demons:
*** The demon princes Demogorgon, Juiblex, Orcus and Yeenoghu can instill fear in a target as one of their innate abilities.
*** The demon prince Graz'zt causes fear in all within 60 feet who see and hear his displeasure.
*** The Type II, Type III, Type IV and Type VI demons can act on other creatures as if using a Wand of Fear on them.
*** Babau, Bar-Igura, Baron and Marquis cambions, chasme, and rutterkin can cause fear by touch.
** All devils have the ability to engender fear in living things. The exact details are different for each devil.
*** Arch devils inflict fear by looking at others. Asmodeus with his gaze, Baalzebul with his glance, Dispater by staring, Geryon by glaring, Amon, Mammon and Mephisto by gaze and Belial by stare.
*** Other named devils: Bael in a 20 foot radius, bearded devils and Titivilus by touch, Glasya and Hutijin by speaking to victims, and Moloch with a BreathWeapon.
*** Barbed devils cause fear by striking an opponent, bone devils generate fear in a five foot radius, erinyes affect anyone who looks at them, ice devils radiate fear in a ten foot radius, malebranche exude fear in a five foot radius, and pit fiends shed fear in a 20 foot radius.
** All dragons of adult age (51 years) and older radiate fear by flying overhead or charging. Depending on how many hit dice the victim has, it can cause them to flee in panic, be paralyzed with fear or just take a penalty to hit.
** Brass dragons have a breath weapon that consists of a gas that causes fear in anyone who breathes it.
** When a dragonne roars, the sound can inflict fear on anyone who hears it, which will sap 50% of their strength.
** Just seeing a lich causes any creature with less than 5 {{Character Level}}s or hit dice to flee in panic.
** The sight of a mummy can make any creature paralyzed with terror.
** A satyr can play music with its pipes to inflict fear on any opponent that hears it.
** The roar of an androsphinx can create fright in any creature within 500 feet, making them flee in panic for 30 minutes.
** Any being that looks into a yeti's eyes is rigid with fright for the next three combat rounds.
** The Phantasmal Killer spell forces the target to save, or immediately die of fright.
* TalkingWeapon: The 3.5E ''Dungeon Master's Guide'' describes a talking sword so chatty that it's said to be best suited for a deaf swordsman.
* TeleportInterdiction: Anticipate Teleportation (D&D 3.5 ''Complete Arcane'') while not blocking teleportation entirely, delays teleporters' arrival to allow ambushing them.
* TeleportSpam:
** Every edition has the blink dog, a monster who teleport spams as a free action.
** In 3.5, the totemist's blink shirt soulmeld gives teleportation every round of every day. Lots of teleportation spells and abilities can be combined with the Telflammar Shadowlord, who gets a full attack every time he teleports. All of this is brought to its apotheosis with the [[http://www.giantitp.com/forums/showpost.php?p=6170900&postcount=14 Chrono-Legionnaire]] build.
* TutorialFailure:
** One 3.5 Prestige Class that fits this trope would be the Abjurant Champion; a MagicKnight class that grants a character bonuses to Abjuration spells (such as [[ExactlyWhatItSaysOnTheTin Shield]]). It mentions Mage Armour as being another such spell, seemingly disregarding the fact that Mage Armour is placed in ''conjuration''.
** Complete Psionics includes feats that make a character a descendant of the Mind Flayers. This ''completely'' ignores the process Mind Flayers reproduce by [[note]]they're sexless egg-layers. The only way illithid hybrids are created is "FaceFullOfAlienWingWong plug a larva into host other than Medium humanoid"[[/note]].
** The "Apostle of Peace" class is required to take the crippling "Vow of Poverty" which disallows the character from owning almost any wealth. The picture of the class has quite a few ''magic items'' (which are very expensive) in it. May be justified if the character has an immediate need for the items, for whatever reason, but the expectation is that as soon as the need is gone the item would be sold and the gold donated or given to one's god. That being said, its actually a truer example of how many players actually play such characters.
** The Ruby Knight Vindicator example character worships Saint Cuthbert, but the class requires Wee Jas worship (It suggests [=DM=]s should make versions for other deities the deity requirement, but it's officially just a suggestion).
** In 3E, The ''TabletopGame/EpicLevelHandbook'' has a creature it claims even the gods can't stand against, but that seems questionable when that creature's stats are compared with some of the gods' stats in ''Deities and Demigods''. Judging from the ''Deities and Demigods'' stats and the stats of the titular creatures of the book ''Elder Evils'', the gods could easily crush the elder evils even though the latter's book's intro describes them as so powerful that even the gods would think twice before fighting them.
* VowOfCelibacy: The 3E supplement ''Book of Exalted Deeds'' includes a "Vow of Chastity" feat, among several other "Vow of X" feats following the same basic format. This one in particular requires the character to abstain from both marriage and sex, and in return grants +4 to saves against charm and phantasm effects. Breaking it voluntarily costs you the feat's benefits permanently, while breaking it due to MindControl costs you the benefits until you can get an ''atonement'' spell cast for you. (There's no ruling in the book on how it interacts with rape.) This feat is a prerequisite for the Beloved of Valarian PrestigeClass.
* WeaponOfChoice: 3rd Edition has feats like "weapon focus" and "weapon specialization", which only work with one specific type of weapon.
* YourMagicsNoGoodHere: When creatures from the Prime Material Plane travel to other planes of existence they find that magic (spellcasting and items) don't work the same way they do on the Prime. Some spells/items have different effects, some don't work at all and some backfire. On rare occasions, it's possible to use magic that can't be used on the Prime.
* ZombifyTheLiving: The 3.5 Edition supplement ''Sandstorm'' has the Dead Throne, an ArtifactOfDoom that brought the desert warlord Ten-Ap back from the dead and gave him the ability to turn the living into mummies.

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