Mage's Disjunction (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 9
School: Abjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A small wooden replica of a wand, worth 1gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: one spellcaster, creature, or object; or a 20-ft.-radius burst; or one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30) in a 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC:
Spell Resistance: Yes

Description

This spell functions like Dispel Magic (Sorcerer/Wizard Spell), except that it can end more than one spell on a target, it can be used to target multiple creatures, and when it is successfully used to target multiple creatures it may Disintegrate them.
You can choose to use Disjunction in one of three ways: a targeted dispel, an area dispel, or to suppress a spell-like or supernatural ability in one or more creatures, also inflicting damage:
  • Dispel Spells: Disjunction can be used to dispel one spell on the target creature or object with a Caster Check result of a Average DC, versus the target creature's CR or target object's caster level (this is identical to Dispel Magic (Sorcerer/Wizard Spell), just better). If the caster check result equals or exceeds a Challenging DC for the target's CR or CL, it dispels all spells present on that creature or object. If only one spell is disjoined, as with Dispel Magic (Sorcerer/Wizard Spell), the spell removed can be selected by the dispelling caster if the spells are known, or are chosen randomly.
Additionally, Disjunction has a chance to destroy any effect that Remove Curse (Sorcerer/Wizard Spell) can remove, even if Dispel Magic (Sorcerer/Wizard Spell) can’t dispel that effect. The DC of this check is the same as if the curse were a spell (Average DC based on the casting creature's CR or triggering object's CL).
  • Area Dispel: When Disjunction is used in this way, the spell affects everything within a 20-foot-radius burst (9x9 squares). Roll one dispel check and apply that check to each creature in the area, as if targeted upon them by Dispel Magic (Sorcerer/Wizard Spell) at the difficulty noted above. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.
For each ongoing area of effect spell whose point of origin is within the area of the Disjunction spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the Disjunction spell, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by any Summon Monster spell) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
  • Suppress Abilities: Finally, Disjunction can be used to temporarily suppress a spell-like or supernatural ability in one or more creatures within the range of the spell and within a 20-foot radius burst (9x9 squares). This functions the same as Dispel Magic (Sorcerer/Wizard Spell), except that the caster may target more than one creature in range of the spell. The target DC remains a Challenging DC based on the highest CR of the target creatures, but the effective CR of the check's DC is increased by +2 for each additional creature after the first being targeted. This must be declared before the dispel check is rolled. In addition to losing the use of their ability, all creatures in the area of effect against which the caster succeeds in their Caster Check suffers (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of disintegration (physical, rare) damage.
Example: A caster wishes to suppress the Breath of Shadow ability (a supernatural ability) on several CR 15 Dragloths. The caster wishes to target a total of 5 of the dragloths present, which means the effective CR, for purposes of determining the DC of the check, is increased by 8 (+2 per dragloth after the first), making them effectively CR 23. To achieve a Challenging DC for CR 23, the caster must achieve at least a 54 on their check. If the result equals or exceeds this number, all five dragloths lose the ability to use this ability for 1 round (until the start of the caster's next turn), and each suffers from a disintegration effect as the magic tries to disjoin even their bodies. If the result is less than this number, the ability is not suppressed on any of the target dragloths. If the check result equals or exceeds a 61 (a Hard DC for CR 23), the Breath of Shadow ability is suppressed for 2 rounds on all three dragloths. If the check result equals or exceeds a 67 (an Impossible DC for CR 23), the Breath of Shadow ability is suppressed for 3 rounds on all five dragloths. Higher levels of success does not increase the Circle of the spell, but of course, the Circle may be increased through other means.
Synergy: Using this spell is one of the few ways to permanently destroy or disable magical items or objects. If an enchanted object is first Sundered or damaged by a Siege Weapon so that it gains the Broken condition, and then is affected by a Mages Disjunction, then normal magical items are considered to be destroyed for good, although why you would WANT to do such a wasteful thing is left to the GM. Note, however, that even this process is not a sure thing! Many very powerful objects have specific destruction criteria, and even smashing them and then Disjoining them isn't enough to permanently disable them. Items of this power may even be one of the fabled Potenz Machenvar, an artifact of significance to the world, although exceptionally durable items are sometimes simply...durable items. In any case, the GM adjudicates such things, and players are advised to tread carefully around such things.