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WizardLv. 3

Maladweomer (Reversible)

By means of this spell, an wizard causes any and all spells and spell-like powers cast or wielded by a target creature, including items used, to be at the nadir of their effectiveness; that is, any damage caused by offensive magics will be the minimum possible, saving throws against such magics are enhanced by a +4 bonus, and spells that are extant (such as magical charms) and ongoing at the time the maladweomer takes effect are reduced in efficacy. For instance, a charmed individual who had previously failed to save against the spell might immediately be allowed another saving throw, with the +4 bonus.

The material component of this spell is a small, clear glass or crystal prism, which is smashed (with a weapon-blow, or against a wall, rock, or floor) in the spellcasting.

The reverse, dweomerboost (also called empradweomer) permits all magic cast or wielded by the recipient creature to be of maximum efficacy (maximum damage and effects) for one round. If the caster makes a saving throw vs. spell at the end of the first round, the dweomerboost lasts a second round.

While the material component is the same as for maladweomer, the crystal need not be smashed; rather, it vanishes when spellcasting is complete.

Both forms of the spell can be cast upon the wizard, so that maladweomer would enable a wizard to lessen his powers when compelled to work magic against his wishes.

Notes: Very rare in the Forgotten Realms setting (mostly by a special wizard type, the incantrix); otherwise virtually unknown. (Updated from Dragon Magazine.)

Sources: Wizard's Spell Compendium · Cult of the Dragon

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