Magic:Descriptors: Difference between revisions

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  <small>'''Spells''': [[Magic:Harm|Harm]], [[Magic:Inflict Critical Wounds|Inflict Critical Wounds]], [[Magic:Inflict Light Wounds|Inflict Light Wounds]], [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]],
  <small>'''Spells''': [[Magic:Harm|Harm]], [[Magic:Inflict Critical Wounds|Inflict Critical Wounds]], [[Magic:Inflict Light Wounds|Inflict Light Wounds]], [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]],
  [[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]], [[Magic:Inflict Serious Wounds|Inflict Serious Wounds]]</small>
  [[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]], [[Magic:Inflict Serious Wounds|Inflict Serious Wounds]], [[Magic:Slay Living|Slay Living]] </small>


=== Poison === Spells with poisoning effects
=== Poison === Spells with poisoning effects

Revision as of 00:30, 28 September 2005

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 Splash, Melf's Acid Arrow 

=== Chaotic === Spells dealing with chaotic natures.

Spells: 

=== 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:  

=== Divine === Spells dealing with divine natures.

Spells: 

=== Electricity === Spells with shocking effects

Spells: Chain Lightning, Electric Jolt, Gedlee's Electric Loop, Lightning Bolt

=== Evil === Spells dealing with evil natures

Spells:  

=== 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, Fireball, Firebrand, Flame Arrow, Flame Lash

=== Force === Spells that employ invisible forces.

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

=== Good === Spells dealing with good natures.

Spells:  

=== Language-dependent === Spells that depend on language barriers

Spells: 

=== Lawful === Spells dealing with lawful natures.

Spells: 

=== 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, Doom, Fear, Hold Animal, Hold Person, Phantasmal Killer, Scare, Sleep, Weird

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

Spells: Harm, Inflict Critical Wounds, Inflict Light Wounds, Inflict Minor Wounds,
Inflict Moderate Wounds, Inflict Serious Wounds, Slay Living 

=== Poison === Spells with poisoning effects

Spells: Cloud of Bewilderment, Ghoul Touch 

=== Positive === Spells that channel positive energy.

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

=== Sonic === Spells dealing with tremors, resonances, and vibrations.

 Spells: Wail of the Banshee 

=== Teleportation === Spells that instantly transport objects.

Spells: 

=== Weapon Enchantment === Spells that alter or enhance weapons.

Spells: Keen Edge