Disenchant
Uses: 2 Verbal: 30 words Active: Touch the target item
This spell will remove enchantments from an object. It will render inert all potions, panaceas, and scrolls. Magic weapons will no longer function as such until repaired by a Repair Magic Item spell. Circle of Protection, Light, and other pure spells are not affected unless otherwise stated in their description. Only items specified by the EH are immune to this spell. Also see the Repairs Caveat.
Disrupt
Uses: 5 Verbal: 30 words, starting with "I disrupt this (spell name)..." Active: Clearly point at the target.
This spell will disrupt any circle or chanting spell (see Circle and Chanting Caveats). It may only be cast upon a spell that is currently in use. Once the spellcaster completes the disruption, the target spell ends, and the spellcaster of the target spell loses the ability to cast the target spell for 5 minutes. If the target spell ends before the disruption is completed (the caster stops chanting, the circle is broken, etc.) the spellcaster of that spell still loses the ability to cast that spell for 5 minutes. This spell only stops the current learning of the target spell. Therefore, if the spellcaster has taken Protection from Enchanted Beings twice, he temporarily loses the ability to cast one, but retains the ability to cast the other.
Disrupt Light
Uses: 5 Verbal: 20 words, which must clearly state the effect of the spell
This spell cancels Light spells cast by other spellcasters. Once the Disrupt Light spellcaster is within sight and hearing of a Light spellcaster, he must loudly call out his verbal. Upon completion of the verbal, all other spellcasters within hearing range must put away their active Light spells. This action is OOC, and those affected must do so even if they hear the spell while dead. Spellcasters so affected cannot recast the Light spell for 5 minutes, after which time they may reuse the same chemical light stick.
Divine Knowledge
Uses: 1
This spell allows the spellcaster to ask the EH/MM a question pertaining to the plot of the event. The EH/MM will give the spellcaster as complete an answer as they are willing to. This knowledge may come in the form of a riddle, text, vision, dream, ritual directions, history dissertation, a spirit to chat with, or any number of other vehicles, at the EH/MM’s discretion. The spellcaster may then do what he likes with the knowledge. As Intervention, there is no guarantee the EH/MM won’t listen to the question, and just say, "No."
Dream
Uses: 1 Verbal: 20 words Material: Incense or candle
The spellcaster, after meditation with the MC, goes to sleep. In the morning, when the player wakes up OOC, he may obtain a dream for his character from the MM. This dream ought to be (but is not required to be) based around the event plot, and may be as detailed as the marshal wishes to present. The spellcaster dreams very lucidly, and may write down a permanent record of what he learned through the dream. This spell may be pre-registered and the results of the Dream presented to the spellcaster at check-in.
Embrace Death
Uses: 1 Verbal: 40 words Material: A container at least 4 inches in diameter able to hold the spellcaster's scalp token
This spell allows the spellcaster to remove their soul from their body, giving them the ability to defy death. Only the caster's scalp may be placed inside the container.
When the spell is learned, the spellcaster must scribe in their spellbook a description of exactly what the container for his scalp looks like. Upon casting this spell, the spellcaster places his scalp token within the container, which becomes an event-stealable item for the duration of the spell, and should be marked as such. The spellcaster may do whatever he wants with the container: place it in a mundane pocket, hide it, or give it to someone, for instance. If the container leaves the caster by any means, the regenerative abilities of the spell do not work, but the spell is still active. The caster can always be raised by a Create Zombie or Create Undead spell (although neither places the caster into someone else's control), even if his container is not on him. Healer path spells or Potions of Raise Dead or Heal Limb, and Call the Soul will not help a spellcaster under the effects of this spell at all.
The spellcaster is not affected by poisons or disease while this spell is in effect.
The spell can be ended at any time by the spellcaster opening the box, or by anyone casting the spell Disenchant (Abjurer 3rd circle, Alchemist 6th circle) on the container. Once the spell is ended the spellcaster.s soul returns immediately to his body. If it was forcibly ended by Disenchant, the spellcaster is slain but regenerates to life (only this once) after 60 seconds. If the soul does not return to the caster's body by the end of the event, he is slain and is considered scalped.
So long as the container with his soul is on him, the spellcaster gains the ability to regenerate from all wounds. The spellcaster may lie on the ground and all limb wounds will regenerate after 30 second. A slain spellcaster will take longer to regenerate depending on how he was killed. If the spellcaster has taken multiple killing wounds (even after death), he regenerates at the rate of the slowest type:
Normal Weapon: 60 seconds
Magic Weapon: 200 seconds
If the spellcaster receives 200 weapon blows while dead and regnerating, instead of being scalped, the regeneration ends, and they must be raised by use of a Create Zombie or Create Undead spell, which restores the benefits of Embrace Death. The scalp remains in the container.
Also see the Undead and Regeneration Caveats.
Enchant Armor
Uses: 1 Verbal: 30 words and an explanation Material: Token with the spellcaster's name and the words "Enchant Armor" on it.
This spell enchants one location on a piece of armor that the caster may continually repair without expending other spells. When the spellcaster enchants the armor he gives the token to the person that will be wearing it. The person wearing the armor must have the token on himself at all times the spell is in effect. The token is not stealable. Once this spell is cast on a location of armor, it remains enchanted until the armor is disenchanted or the spell ends. As long as the person with the armor has the token, and the armor is still enchanted, the spellcaster-may cast Repair Armor as an unlimited effect on the armor by performing that spells active component on the enchanted location. More than one casting of this spell may be in effect on a single persons suit of armor. Fighters wearing this armor cannot cross or break Circles of Protection.
Enchant Blade
Uses: 4 Active: Attack with a wielded weapon.
Allows the spellcaster to call Magic with a weapon he/she is wielding. See the Weapon Enchantments Caveat and the Combat Calls Caveat.
Enfeeble Being
Uses: 2 Verbal: 30 words, starting with "I declare you mundane..."
This spell allows the caster to remove the special powers/abilities from a single NPC creature. To cast the spell, the spellcaster must get the creatures attention and begin the verbal. Once the spell is completed, the target loses all special powers and abilities. This includes natural armor, spells, regeneration, etc. Because this is a relatively low-level spell, it will probably not affect more powerful creatures, such as unique enemies, or the proverbial "Big Bad Guy", but it might work on things like a troll, lesser demon, or a goblin shaman. This spell will never work on PC's or their undead soldiers. A spellcaster should choose his targets wisely.