This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.
The necromancer is not interested in destroying their enemies. That is not what draws them to their craft, not what Serenity asks of them, not what the element of death has ever truly been about. Death is not destruction. It is the quiet undoing of what was. The slow release of whatever a living thing was holding onto, be it its purpose, its conviction, its certainty that what it was doing mattered. Serenity does not hate the things it touches. It simply helps them let go. Loss of Self is that help, offered to someone who has not asked for it.
When the necromancer casts this spell they reach through Serenity toward the target's sense of self. What the necromancer reaches for is not their memories, not their identity, not anything as dramatic or permanent as those things. Just the thread of conviction that pulls a person forward, the feeling that their actions mean something, that what they are fighting for is worth fighting for. Serenity takes hold of that thread and very gently, very patiently, begins to loosen it. The target does not feel it happen. There is no pain, no visible effect, no moment of realization. They simply find, when they next reach for the certainty that their strike matters, that it is not quite as present as it was. Every attack they make for the duration is diminished by 2d12 as the will behind it quietly drains away, each swing a little less committed than the last. When the spell finally ends the thread comes back, and the target may never know it was gone. Serenity does not need them to know. It was only ever making a point about the nature of things and that point was that conviction, like all things, is something that can be taken from you without a sound.
Weapon Effect: Loss of Self
Critical Hit inflicts Loss of Self status effect for 1 round.
