Death

Angelica’s Spirit Evictor

9   E               Instant

This spell causes the victim’s spirit to flee its body, if it has a metabolism. Any armor the character was wearing is still intact, but any spells active on the victim will disappear. This spell acts as a Killing Blow, and the only thing that will save the victim is a Life spell.

“I grant you the gift of Death.”

Delayed Endow

Midtguard’s Delayed Ogrestrength

2   C    S          Indefinite

This spell endows the recipient with the ability to do two extra points of damage for one swing, if it hits the target. The total damage must be announced while swinging. Once called, the spell is used up whether the blow was successful or not. Unlike a normal Endow, the recipient may choose when to use a Delayed Endow.

Delayed Endow will not benefit creatures that have Superhuman Strength greater than +1, and will only add + 1 to a creature with +1 strength.

The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time. It does not allow you to hurt a monster that can only be damaged by magical weapons.

This spell can also be used to perform certain limited roleplaying tasks such as dragging an unconscious or debilitated creature for ten seconds. It cannot be used to throw other creatures, break down doors, or jump long distances.

“I grant you the power of a Delayed Endow.”

Desecrate

Hector’s Vilification

4   E                 Indefinite

This spell will remain in effect as long as the subject’s hands are crossed on their chest and they do not receive any body damage. The recipient is protected against all non-ranged attacks from living creatures. Ranged attacks (such as spells, missile weapons, and gas globes) can affect the recipient.

The character with a Desecrate active may use no game abilities except touch-casting on themselves.

“I call upon chaos to Desecrate you.”

Destroy

Zalinarik’s Improved Shattering Force

6   CE  S          Instant

This spell will utterly destroy any door, or any object up to the size of a normal door, rendering it useless. It cannot be used to create a door-sized hole in an object larger than a door.

It can target a suit of armor, reducing Armor Points to zero, although the spells Shield and Greater Shield will be unaffected. This spell will not work on a permanent magic item or a magically protected item such as a Wizard Locked door, even if the Wizard’s Lock is down.

Destroying an item that has other items within, hanging from, or fastened to it will destroy all of the items. This spell will destroy not only a shield but also any scrolls attached to the back. Destroying a trapped door or item will set off and destroy the trap as well.

After the item is destroyed, the debris must be cleared in-game. The in-game noise made is equivalent to the noise generated out-of-game by moving the destroyed item. For example, when a door is destroyed, the act of opening the door (out-of-game) is the amount of noise generated in-game.

“I summon a force to Destroy <item>.”

Destroy Undead

Necro’s Abomination

7   E               Instant

This spell will destroy any one lesser undead creature. Greater undead will take 42 Body Points of damage. This spell will not affect a living target, although like all spells it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth  to Destroy Undead.”

Detect Magic

Shalizar’s Enchanted Magesight

2   CE  S          Instant

Casting this spell on an object or person will reveal to the caster and only the caster if any magic is present (but not what kind). Any visible items worn or carried by the target will be revealed, but items hidden under clothing or in bags or boxes will not be. This spell will cover up to a door sized area.

The subject must tell the caster which (if any) magic items are visible. If the subject has any spell defenses currently active (such as Endow or Magic Armor), then the subject will detect as magical to the caster. This does not overshadow any items on the person. In other words, the fact that a subject has a Greater Shield spell upon him or her does not cover the fact that a magic item is worn.

“I call forth mystic power to Detect Magic.”

Disarm

Ganmarek’s Limited Curse of Clumsiness

1 CE    S          5 Seconds

This spell causes the target to drop a specific hand-held item. The item must be dropped as soon as possible. The dropped item may not be picked up by the victim for five seconds. The five seconds begins after the item is dropped. Only the item named may be fumbled in this manner. A hold can never be called to drop the named item.

Saying a general description like “weapon” is fine, although if the target is holding two items which match the description, then it is the target’s choice as to which to drop. A shield is not considered a “weapon” for purposes of this spell.

The disarming magics are strong enough to overcome any rope or chain that you may have attached to your hand. If the chain is unshatterable then it will become “unrung.”

If a Paste of Stickiness was applied to the item in the last hour, the item will remain in your hand, but the Paste of Stickiness will be used up in the process. Spirit Link also protects against Disarm effects, but the wieldier must not use the item for 5 seconds.

Spell packets cannot be affected, while orange gas globes can be affected.

“I summon a force to Disarm your <item>.”

Dispel Magic

Killraven’s Diabolical Disrupter

8   CE          PS          Instant

This spell will dispel all active spells on a given creature or object unless specifically noted by the spell description.  A Shield Magic or Reflect Magic will protect all other spells on a person from a Dispel Magic, but will be used up in the process. A Dispel Magic potion isn’t stopped by a Shield Magic or a Reflect Magic, and will dispel those spells and all others spells active upon the drinker.

“I call forth mystic power to Dispel Magic.”

Dragon’s Breath

Arcevol’s Draconian Enchantment

8   C    S          Instant

This spell allows the caster to fire a bolt of magical flame, doing 32 hit points of eldritch fire damage to the target. The fire is eldritch in origin and will not otherwise set anything alight.

“I call forth a Dragon’s Breath.”

Duplicate Ward Key

Elenaro’s Duplicate Astral Displacement

9   C     5 Days

This spell is cast upon an identical key to a Ward or a Wizard’s Lock while a working key is in the lock. When this spell is cast, the caster must be touching both keys. The second key becomes just as effective as the first; either key can be used to open the Ward or Wizard’s Lock. A Duplicate key has all of the same properties as the original key. See the Ward spell for more details.

“With eldritch force I build a Duplicate Ward Key.”