Difference between revisions of "Magic:Descriptors"

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(New page: Descriptors A descriptor indicates the nature of a spell. Any descriptors that apply are given in [brackets] for that spell. This provides a general classifi...)
 
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Latest revision as of 16:11, 1 May 2008


A descriptor indicates the nature of a spell. Any descriptors that apply are given in [brackets] for that spell. This provides a general classification of the spell for the purposes of what immunities, resistances and protections can ignore or hamper the spell.

Descriptors:

Acid

Spells with acidic effects

Spells: Acid Fog, Acid Splash, Melf's Acid Arrow, Mestil's Acid Breath, Mestil's Acid Sheath

Chaotic

Spells dealing with chaotic natures.

Cold

Spells with freezing effects

Spells: Ice Dagger, Ice Storm, Ray of Frost

Darkness

Spells with darkening effects

Spells: Darkness

Death

Spells that deal with death.

Spells: Circle of Death, Destruction, Finger of Death, Horrid Wilting, Power Word Kill, Wail of the Banshee

Disease

Spells dealing with disease.

Spells: Infestation of Maggots

Divine

Spells dealing with divine natures.

Spells: Hammer of the Gods, Word of Faith

Electricity

Spells with shocking effects

Spells: Call Lightning, Chain Lightning, Electric Jolt, Gedlee's Electric Loop, Lightning Bolt, Scintillating Sphere, Storm of Vengeance

Evil

Spells dealing with evil natures

Spells: Animate Dead, Aura vs. Good, Create Undead, Protection from Alignment (Good)

Fear

Spells that instill fright, terror, and dread.

Spells: Doom, Fear, Phantasmal Killer, Scare, Weird

Fire

Spells with burning effects

Spells: Burning Hands, Combust, Darkfire, Delayed Blast Fireball, Elemental Shield, Fireball, Firebrand, Flame Arrow, Flame Lash, Flame Strike, Incendiary Cloud, Meteor Swarm, Sunburst, Wall of Fire

Force

Spells that employ invisible forces.

Spells: Mage Armor, Magic Missile, Shelgarn's Persistent Blade, Shield

Good

Spells dealing with good natures.

Spells: Aura vs. Evil, Protection from Alignment (Evil)

Language-dependent

Spells that depend on language barriers

Spells:

Lawful

Spells dealing with lawful natures.

Spells: Protection from Alignment (Chaos)

Light

Spells with brightening effects. Sightless creatures are not affected by [Light] spells.

Spells: Blade Thirst, Flare, Light

Mind-affecting

Spells that affect the mind.

Spells: Aid, Aura of Glory, Bane, Bless, Charm Monster, Charm Person, Charm Person or Animal, Color Spray, Confusion, Daze, Divine Favor, Dominate Animal, Dominate Monster, Dominate Person, Doom, Fear, Feeblemind, Hold Animal, Hold Monster, Hold Person, Mass Charm, Phantasmal Killer, Scare, Sleep, Undeath's Eternal Foe, War Cry, Weird

Negative

Spells that channel negative energy. Undead are powered by negative energy.

Spells: Energy Drain, Enervation, Harm, Healing Sting, Inflict Critical Wounds, Inflict Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Slay Living, Vampiric Touch

Nature

Spells that simulate nature's power.

Spells:: Vine Mine

Paralyze

Spells that paralyze their target.

Spells: Stonehold

Poison

Spells with poisoning effects

Spells: Cloudkill, Cloud of Bewilderment, Ghoul Touch, Ironguts, Quillfire

Positive

Spells that channel positive energy.

Spells: Cure Critical Wounds, Cure Light Wounds, Cure Minor Wounds, Cure Moderate Wounds, Cure Serious Wounds, Heal, Mass Heal, Neutralize Poison, Remove Disease

Sonic

Spells dealing with tremors, resonances, and vibrations.

Spells: Glyph of Warding, Horizikaul's Boom, Sound Burst, Wail of the Banshee

Teleportation

Spells that instantly transport objects.

Spells: Baleful Transposition, Benign Transposition, Dimension Door

Weapon Enchantment

Spells that alter or enhance weapons.

Spells: Darkfire, Flame Arrow, Flame Weapon, Greater Magic Weapon, Keen Edge