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List of Descriptors (32)

Acid:
Acid spells involve the energies of acid, or are thematically linked to acid or corrosion.
Some creatures are immune to the harmful effects of acid.
Air:
Air spells involve the element of air, or are thematically linked to air, wind or sky. Some
creatures are immune to the harmful effects of air spells.
Animal:
Animal spells deal with animal and vermin, or are thematically linked to them.
Chaotic:
Chaotic spells are attuned to chaotic ideals. Casting a chaotic spell is a chaotic act.
Cold:
Cold spells involve the energies of cold, or are thematically linked to frost, ice or snow.
Some creatures are immune to the harmful effects of cold.
Curse:
Curse spells affects adversely their target, and may be dispelled only with a remove curse
spell. They usually have a permanent or long-lasting duration.
Darkness:
Darkness spells deprive an area of light or shape and control zone of shadows or darkness.
Death:
Death spells use massive amount of negative energy to instantly kill living targets. All death
spells are implicitely also negative spells. It is harder to restore to life a creature that was
killed by a death spell than by a more mundane mean.
Disease:
Disease spells create and spread diseases. Some creatures are immune to the harmful effects
of disease. Spells that that help to fight off disease are not disease spells but positive spells.
Dream:
Dream spells involve dreams, nightmares, or the Plane of Dreams and its denizens.
Earth:
Earth spells involve the element of earth, or are thematically linked to earth, stone or metal.
Some creatures are immune to the harmful effects of earth spells.
Electricity:
Electricity spells involve the energies of electricity, or are thematically linked to lightning or
storm. Some creatures are immune to the harmful effects of electricity.
Evil:
Evil spells are attuned to evil ideals. Casting an evil spell is an evil act.
Fear:
Fear spells induce fear into their target. Some creatures are immune to fear.
Fire:
Fire spells involve the energies of the fire element, or are thematically linked to fire, heat or
incandescence. Some creatures are immune to the harmful effects of fire.
Force:
Force spells create or manipulate raw magical force. Force effects are also felt in the
coterminous location of the ethereal plane.
Good:
Good spells are attuned to good ideals. Casting a good spell is a good act.
Language-Dependent:
Language-dependent spells involve saying something to a target, often a message or a
command. The spell fails if the target can't understand what was spoken.
Lawful:
Lawful spells are attuned to lawful ideals. Casting a lawful spell is a lawful act.
Life:
Life spells use massive amount of positive energy to create life or to bring back a dead
creature to life.
Light:
Light spells provide an area with light or shape and control zone of light or shadows.
Magic:
Spells with this descriptor affect spellcasting, magic items, other spells or other magical
effects.
Mind-Affecting:
Mind-affecting spells alter the thoughts of their target. Creatures that are mindless, those
whose sentience is too alien to be understood, or those whose mind is shrouded in negative
energies, are immune to mind-affecting spells.
Negative:
Negative spells harness negative energies; usually to sap strength or vitality.
Plant:
Plant spells involves woods or vegetals, or are thematically linked with wood or vegetations.
Poison:
Poison spells create or strengthen poison. Some creatures are immune to the harmful effects
of poison. Spells that turn poisons into something benign, or that help to fight off poison, are
not poison spells but positive spells.
Positive:
Positive spells harness positive energies; usually to cure wounds, disease or poison.
Sonic:
Sonic spells involve the energies of sound, or are thematically linked to sound, noise or
voice. Some creatures are immune to the harmful effects of sound.
Spirit:
Spirit spells affects specifically creatures with the Spirit subtype.
Teleportation:
Teleportation spells involve instant transportation from a place to another.
Truename:
Truename spells may require the caster to know the truename of the target.
Water:
Water spells involve the element of water, or are thematically linked to rain, sea or river.
Some creatures are immune to the harmful effects of water spells.

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