Dispel Enchantment
- SchoolAbjuration
- ComponentsV, S, M
- Range0 or touch
- Area120-ft. radius or item touched
- Casting time8
- Duration1 rd./level or 1 turn/level
- SaveNone
This spell is a more potent version of dispel magic. It can be cast in one of two way: first, it can create a persistent negation field that negates spells cast within the area of effect; second, it can temporarily neutralize magical items. The caster must choose which version is desired when the spell is cast. The dispel enchantment spell cannot affect dweomers that a dispel magic spell cannot affect.
A.) Spell Negation Field. In this use, dispel enchantment immediately and permanently dispels all spells within the area of effect that are in force at the moment of casting. The spell lingers for 1 round per caster level, possibly negating spells cast into or through the area, or operating on creatures entering the area. Each potion must save vs. spell as a 12th-level wizard or be destroyed. Spell effects receive a dispel check to see if they are negated. The base chance that a spell is negated is an 11 or higher on a 1d20, ±1 per level of difference between the wizard using dispel enchantment and the spellcaster who created the effect that may be negated. For example, a 16th-level caster negates the fireball of a 9th-level invoker on a roll of 4 or higher.
The negation field is immobile; it cannot be moved. Unlike a standard dispel magic spell, the caster's magic is only 50% likely to be dispelled by the field. The caster is free to leave the field and can dismiss it at will.
B.) Neutralize Item. The caster must touch the item to be affected. In a combat situation, this requires an attack roll if the object is worn or carried by an alert enemy. The item in question is rendered inert and useless for a period of one turn per level of the caster, with no saving throw allowed. Potions, scroll, and ointments or powders with a limited number of applications are destroyed by this spell. Only artifacts, relics, and weapons of +5 enchantment or better resist neutralization.
The material component is a token of special meteoric iron, worth at least 1,000 gp, which is expended in the casting of this spell.
Notes: Common for witches and abjurers; otherwise very rare.
Sources: Wizard's Spell Compendium