Magic:Descriptors: Difference between revisions

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=== Mind-affecting === Spells that affect the mind.
=== Mind-affecting === Spells that affect the mind.
  <small>'''Spells:''' [[Magic:Aid|Aid]], [[Magic:Charm Monster|Charm Monster]], [[Magic:Charm Person|Charm Person]], [[Magic:Color Spray|Color Spray]], [[Magic:Confusion|Confusion]], [[Magic:Daze|Daze]], [[Magic:Dominate Monster|Dominate Monster]], [[Magic:Fear|Fear]], [[Magic:Hold Animal|Hold Animal]],
  <small>'''Spells:''' [[Magic:Aid|Aid]], [[Magic:Aura of Glory|Aura of Glory]], [[Magic:Charm Monster|Charm Monster]], [[Magic:Charm Person|Charm Person]], [[Magic:Color Spray|Color Spray]], [[Magic:Confusion|Confusion]], [[Magic:Daze|Daze]], [[Magic:Fear|Fear]], [[Magic:Hold Animal|Hold Animal]], [[Magic:Scare|Scare]], [[Magic:Sleep|Sleep]], [[Magic:Weird|Weird]]</small>
[[Magic:Mass Charm|Mass Charm]], [[Magic:Scare|Scare]], [[Magic:Sleep|Sleep]], [[Magic:Undeath's Eternal Foe|Undeath's Eternal Foe]], [[Magic:War Cry|War Cry]], [[Magic:Weird|Weird]]</small>


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

Revision as of 02:20, 28 August 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, Mestils Acid Breath

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

Spells: 

=== Cold === Spells with freezing effects

Spells: Ice Dagger, Ray of Frost

=== Darkness === Spells with darkening effects

Spells: Darkness 

=== Death === Spells that deal with death.

Spells: 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: 

=== Electricity === Spells with shocking effects

Spells: Call Lightning, Electric Jolt, Scintillating Sphere, Storm of Vengeance

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

Spells: Animate Dead, Aura Versus Alignment, Create Undead 

=== Fear === Spells that instill fright, terror, and dread.

Spells: Fear, Scare, Weird 

=== Fire === Spells with burning effects

Spells: Burning Hands, Darkfire, Delayed Blast Fireball, Incendiary Cloud, Meteor Swarm, Sunburst 

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

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

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

Spells: Aura Versus Alignment

=== 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, Charm Monster, Charm Person, Color Spray, Confusion, Daze, Fear, Hold Animal, Scare, Sleep, Weird

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

Spells: Energy Drain, Healing Sting, Inflict Critical Wounds, Inflict Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds,
Inflict Serious Wounds

=== Poison === Spells with poisoning effects

Spells: Quillfire 

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

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

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

 Spells: Horizikaul's Boom, Wail of the Banshee 

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

Spells: