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Dispel Magic | |
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Spell Name: | Dispel Magic
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School: | Enchantment
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Spell Level: | 4
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Duration: | Instant
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Range: | Tag Bag or Touch
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Target: | Character(s) Hit or Touched
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Flag: | No
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Dispel: | No
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Spell Description: | Remove all magical effects from a target.
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Prerequisite: | A level 3 Enchantment spell
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![]() Scroll Information | |
Scarce: | No |
A versatile spell that can be used to remove helpful buffs from enemies, or remove annoying conditions from allies.
Description
The caster uses enchantment magic to nullify all magical effects on the target.
Effect
Creates two tag bags that call for 'Dispel Magic!'. This spell may also be delivered by touch to helpless or willing targets.
Detailed Interactions
- Anti-Magic Shield: Does not stop 'Dispel!', Dispel in this case strips the one-use shield along with all other magic effecting the target.
- 'Sanctuary!'calls: Dispel can be used to end Sanctuaries simply by targeting the ground inside the Sanctuary field.
- Aura of Reflection: Does not create tag bags when hit by 'Dispel!', instead Dispel consumes a charge of the Aura.
- Anti-Magic Aura: Prevents all magic, so prevents 'Dispel Magic!' completely.
- Aegis magic is a pain: You want to remove all high-level Aegis magic from a target before trying to 'Dispel!' them. This is best done by using a cheap multiple tag bag spell, like Disengage, to strip off Aura of Reflection charges.
- Watch your buffs: 'Dispel!' removes harmful, long-lasting magic (e.g., Pin, Enfeeble, Terror) from allies. However, it also removes all beneficial magic (e.g., Second Breath, Poison Immunity, all benefits from Synchronize), so use with caution.
Sample Incants
Septly
As the Craftsman grants power, so does He take it away with Dispel Magic!
Neutral
The loss of your protections is tragic; I’ve stripped them from you with Dispel Magic.
Evil
Grak frowns upon your magical barriers, so I cast Dispel Magic!
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Dispel Magic | Epic Only | Epic Only | 16 | Item casts Dispel Magic. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The 'Dispel!' Call
The 'Dispel!' call never inflicts damage and cannot be blocked by a shield. It is always accompanied by a descriptor indicating the target of the dispel effect. The descriptor is key, as it dictates which defenses can mitigate the dispel. A successful dispel doesn't prevent the same effects from being reapplied, assuming the means to do so are available.
Dispel Magic
'Dispel Magic!' functions as a spell, designed to remove all effects and conditions originating from spells currently affecting the target.
In addition to individual targets, 'Dispel Magic!' can be used against magical fields like Sanctuary. These fields are separate entities from the caster; the caster's defenses do not protect the field, and dispelling the caster has no effect on the field.
'Dispel Magic!' can also be directed at tinkering items, applying the Suppressed condition.
Dispel Alchemy
'Dispel Alchemy!' is a unique effect with no associated type, and as such, there are currently no defenses against it. This call removes all alchemical effects except those that cause the Poisoned condition. In practice, this usually means removing ingested alchemicals and ointments from characters. If used on a weapon, it will remove any remaining uses of applied blade alchemicals.
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Categories: Spells | Enchantment Spells | Level 4 Spells | Dispel Calls | Spell Defenses | 2 Tag Bag Spells
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