Common Esoteric Descriptors

Many esoteric effects have Descriptors associated with them which are noted within square brackets. These descriptors are a shorthand reference to common rules shared among all types of esoteric effects. Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.

The Common Descriptors

The following is a list of the most common descriptors. Although most of these descriptors mention “spells,” these descriptors can be applied to any esoteric effect.

Acid

Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or vibration. This descriptor includes both actual acids and their chemical opposites, called bases or alkalines (such as ammonia and lye).

Air

Spells that create air, manipulate air, or conjure creatures from air-dominant planes or with the air subtype should have the air descriptor.

Chaotic

Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor. Casting a chaotic spell is an inherently chaotic act. (See the Evil descriptor for more information.)

Cold

Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death.

Curse

Many spells can place curses on unfortunate victims. The effects of curses are often permanent effects, and usually cannot be dispelled, but can be ended with the right spell (such as break enchantment, limited wish, miracle, remove curse, wish, or similar effects but never dispel magic). All curse spells have the curse descriptor. The most well-known is bestow curse, which allows the caster to inflict one of several detrimental effects.

Save DCs: The stat block for a curse lists the save DC. For curses that can be created by a spell, this usually represents the minimum DC. If a spell is used to create a curse, the DC of the curse is equal to this minimum or the DC of the spell, whichever is higher.

Darkness

Spells that create darkness or reduce the amount of light should have the darkness descriptor. Giving a spell the darkness descriptor indicates whether a spell like daylight is high enough level to counter or dispel it.

Death

Spells with the death descriptor directly attack a creature’s life force to cause immediate death or  draw on the power of a dead or dying creature. The death ward spell protects against death effects, and some creature types are immune to death effects.

Disease

Disease effects give the target a disease, which may be an invading organism such as a bacteria or virus, an abnormal internal condition (such as a cancer or mental disorder), or a recurring magical effect that acts like one of the former. Creatures with resistance or immunity to disease apply that resistance to their saving throw and the effects of disease spells.

Earth

Spells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor.

Electricity

Electricity effects involve the presence and flow of electrical charge, whether expressed in amperes or volts. Electricity deals damage to creatures by disrupting their biological systems. It deals damage to objects (as well as creatures) by heating and disrupting the material it passes through, and thus technically many electricity spells could also be treated as fire spells, but for sake of game simplicity, it is better to just let electricity-based spells deal electricity damage. Electricity effects may stun, paralyze, or even kill.

Emotion

Spells with this descriptor create emotions or manipulate the target’s existing emotions. Most emotion spells are enchantments, except for fear spells, which are often necromancy.

Evil

Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor. Casting an evil spell is an inherently evil act, but for most characters simply casting such a spell once isn’t enough to change her alignment; this only occurs if the spell is used for a truly abhorrent act, or if the caster has established a pattern of casting evil spells over a long period.

A wizard who uses animate dead to create guardians for defenseless people won’t turn evil, but he will if he does it over and over again. The GM decides whether the character’s alignment changes. The greater the amount of time between castings, the less likely alignment will change. Some spells require sacrificing a sentient creature, a major evil act that makes the caster evil in almost every circumstance.

Those who are forbidden from casting spells with an opposed alignment might lose their divine abilities if they circumvent that restriction, depending on how strict their restrictions are.

Fear

Spells with the fear descriptor create, enhance, or manipulate fear. Many fear spells are necromancy spells, though some are enchantment spells.

Fire

Fire effects make the target hotter by creating fire, directly heating the target with magic or friction. Lava, steam, and boiling water all deal fire damage. Fire effects can also cause confusion, dizziness, exhaustion, fatigue, nausea, unconsciousness, and death. Spells that manipulate fire or conjure creatures from fire-dominant planes or with the fire subtype should have the fire descriptor.

Force

Spells with the force descriptor create or manipulate magical force. Force spells affect incorporeal creatures normally (as if they were corporeal creatures).

Good

Spells that draw upon the power of true goodness or conjure creatures from good-aligned planes or with the good subtype should have the good descriptor. Casting a good spell is an inherently good act. (See the Evil descriptor for more information.)

Language-Dependent

A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or hear what the caster of a language-dependent spell says, the spell has no effect, even if the target fails its saving throw.

Lawful

Spells that draw upon the power of true law or conjure creatures from law-aligned planes or with the lawful subtype should have the law descriptor. Casting a lawful spell is an inherently lawful act. (See the Evil descriptor for more information.)

Light

Spells that create significant amounts of light or attack darkness effects should have the light descriptor. Giving a spell the light descriptor indicates whether a spell like darkness is high enough level counter or dispel it.

Mind-Affecting

Mindless creatures (those with an Intelligence score of “—”) and undead are immune to mind-affecting effects.

Poison

Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and damage living creatures through chemical reactions. Creatures with resistance to poison (such as dwarves) apply that resistance to their saving throws and the effects of poison spells. Creatures with immunity are immune to poisonous aspects of poison spells, but not necessarily all effects of the spell (for example, a spell that creates a pit full of liquid poison could still trap or drown a poison-immune creature).

Ruse

The ruse descriptor applies to spells that appear to be other, usually more harmless spells in order for the caster to fool her opponents. Spells with the ruse descriptor are easily mistaken for other spells and are intended to confuse even onlookers trained in Arcane Lore. Attempts to identify a ruse spell by its effects, its aura, its components, or other attributes with a skill check treat the spell as though it were a different spell, as indicated in the spell’s description. The one attempting the check can correctly identify the spell only by exceeding the DC by 10. The false spell is typically a level lower than the ruse spell, so skill checks use the DC for the lower-level spell. Even detect magic and most similar spells don’t prevent the caster from being fooled by a ruse spell. Analyze dweomer, greater arcane sight, and similar spells of the same or higher spell level that automatically identify spells reveal a ruse spell for what it is. Ruse spells that mimic harmless spells still list harmless on their saving throw or spell resistance lines; a creature that knows or suspects the true nature of the spell typically chooses to attempt the save.

Shadow

Shadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane.

Sonic

Sonic effects transmit energy to the target through frequent oscillations of pressure through the air, water, or ground. Sounds that are too high or too low for the humanoid ear to detect can still transmit enough energy to cause harm, which means that these effects can even affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea, pain, shortness of breath, and temporary blindness, and can detect creatures using batlike echolocation.

Water

Spells that manipulate water or conjure creatures from water-dominant planes or with the water subtype should have the water descriptor.