Magic:Descriptors
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:
Contents
Acid
Spells with acidic effects
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
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.
Language-dependent
Spells that depend on language barriers
- Spells:
Lawful
Spells dealing with lawful natures.
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.
Teleportation
Spells that instantly transport objects.
Weapon Enchantment
Spells that alter or enhance weapons.
- Spells: Darkfire, Flame Arrow, Flame Weapon, Greater Magic Weapon, Keen Edge