Dispel Magic (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 3
School: Abjuration


Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S


Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: One spellcaster, creature or object
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: No


You can use Dispel Magic to end one ongoing spell that has been cast on a creature or object, or to temporarily suppress the magical abilities of a creature or magic item. A dispelled spell ends as if dismissed by its caster. Some spells, as detailed in their descriptions, can't be defeated by Dispel Magic. Dispel Magic can suppress (but not counter) spell-like abilities or supernatural abilities. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the Dispel Magic can take effect.
  • Dispel a Spell: One object, creature, or spell is the target of the Dispel Magic spell. You make one caster check (a bailiwick skill check) versus a Challenging DC based on the CR of the creature, or caster level of the item being targeted. If successful, the highest level spell effect present on the creature or object immediately ends. If all spells are of the same level (or have undefined levels, as with most monster spells), the caster may remove the spell of their choice, assuming they know which spells are present. If they have no ideas which spells are present, the dispelled spell is chosen randomly.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a Pillar of Fire (Sorcerer/Wizard Spell)). You must name the specific spell effect to be targeted in this way. If your caster check equals or exceeds a Challenging DC for the CR of the caster, it ends.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by any Summon Monster spell, you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against a Challenging DC based on the item's caster level. If you succeed, all the item's magical properties are suppressed until the end of the encounter, or for 1 minute outside of combat, after which the item recovers its magical properties. A suppressed item becomes non-magical for the duration of the effect. An interdimensional opening (such as a Magic Haversack) is temporarily closed (any object it contains remain inside but inaccessible). A magic item's physical properties are unchanged: A suppressed magic sword is still a sword. Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
  • Suppress an Ability: You may instead attempt to temporarily suppress a spell-like or supernatural ability on a creature. You make one dispel check (caster check) against a Challenging DC based on the creature's CR or level. If successful, one of that creature's spell-like (sp) or supernatural (su) abilities is suppressed for 1 round. If you achieve a Hard DC on the check, the ability is suppressed for 2 rounds, and if you achieve an Impossible DC on the check, the ability is suppressed for 3 rounds. If used outside of combat, a successful check suppresses the targeted ability for 1 minute.
If successful, the player may roll randomly, if they know nothing of the creature, to determine which of the creature's abilities is suppressed. If they made a basic Knowledge skill check to know about the monster, they may choose based on the name (and only the name) of each ability. If they made a full Knowledge skill check, they may pick the ability they want.
This has no effect on creatures which have no supernatural or spell-like abilities (only extraordinary). No extraordinary abilities may ever be suppressed with dispel magic.