This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.
There is are two truths to this world: all that lives die and runic magic is the lifeblood of this world. The necromancer knows well that one day the world too will die, when the very life blood of the world - runic energy - ceases to hold together this splintered shell of a world. Everything must one day come to an end. Everything. The fire goes out. The wound stops bleeding. The song finishes. Even magic ends, as thus does the world. The necromancer knows this better than anyone. They have sat with Serenity long enough to understand that endings are not failures. They are simply the truth of things, arriving in their own time. Death of Magic is the necromancer giving that truth to the magic of another.
When this spell is cast the necromancer does not dispel. They do not interrupt or counterspell or overpower. They simply reach through Serenity toward whatever magic is active on the target and remind it, quietly and without apology, that it is finished. Every active magical effect currently sustained on the target, whether it be beneficial or harmful, self-cast or placed by another - ceases immediately. Buffs dissolve. Ongoing status effects end. Sustained spells collapse. Even the target's own active runic effects are not spared, for Serenity does not distinguish between what was meant to help and what was meant to harm. It only knows that magic, like all things, must eventually stop. The necromancer feels this too. Casting Death of Magic costs them not only their Soul but also ends any magical effects currently active on themselves. Serenity asks for the same from its caster that it asks of the world; that they too must be willing to let go of what they were holding.
Armor Effect: Death of Magic (Body Armor Only)
Whoever wears armor with this runestone is unable to have any duration-based magical affect, beneficial or harmful, placed on them.