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.”