Magic:Descriptors: Difference between revisions
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=== Negative === Spells that channel negative energy. Undead are powered by negative energy. | === Negative === Spells that channel negative energy. Undead are powered by negative energy. | ||
<small>'''Spells''': [[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]], | <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> | |||
=== Poison === Spells with poisoning effects | === Poison === Spells with poisoning effects |
Revision as of 05:40, 23 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
=== 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: 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
=== Evil === Spells dealing with evil natures
Spells:
=== Fear === Spells that instill fright, terror, and dread.
Spells: Doom, Fear, 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, 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
=== 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, Neutralize Poison, Remove Disease
=== Sonic === Spells dealing with tremors, resonances, and vibrations.
Spells: Wail of the Banshee
=== Teleportation === Spells that instantly transport objects.
Spells: