Dispel and Counteractive

Welcome once again dearies, to our ongoing exploration of the Abjuration school of magic. Today, we venture into the realm of Dispel and Counteractive spells – arcane tools designed to unravel the fabric of enchantments and thwart the efforts of rival spellcasters.

In the vast universe of magic, there are those who weave spells of creation and those who seek to unravel them. Dispel and Counteractive spells belong to the latter category, serving as the bane of enchantments and the undoing of conjured marvels. Their purpose is clear: to disrupt, dispel, and dismantle magical effects created by others.

These spells are the vigilant guardians of the weave, ensuring that no magical manipulation goes unchallenged. Be it a fiendish summoning, a protective ward, or a mystical charm, Dispel and Counteractive spells stand ready to unravel the threads of power that hold such enchantments together.

Now, let us delve into the spells that fall within the category. Each of these spells possesses a unique function and purpose in countering enemy magic. As diligent scholars of the arcane, it is essential to acquaint ourselves with their nuances and applications.

Dispel Magic: 3rd-level 

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Focus your intent, dear caster, and select a target within your reach: a creature, an object, or even a lingering enchantment. Any spell of 3rd level or lower upon your chosen mark shall promptly cease its influence. But for the mightier spells, 4th level and beyond, you must call upon your inner magic. An ability check, guided by your own spellcasting prowess, becomes the measure of your success. The threshold? A challenge known to those who walk this path: 10, plus the level of the spell itself. Triumph in this test, and the spell dissipates.

Should you invoke this spell through a 4th-level slot or higher, a higher magic takes hold. In such a case, the effects of a spell on the target are unceremoniously dispelled, provided that the spell’s level equals or falls below that of the spell slot you’ve invoked. A potent countermeasure, indeed.


Counterspell: 3rd-level 

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

Should you aim to thwart a creature mid-spellcasting, the outcome hinges on their sorcery’s depth. If their spell stands at the 3rd level or lower, it crumbles. But if they invoke a 4th level or mightier enchantment, your own magic aptitude comes into play. Test your arcane prowess, the challenge set at d10 + their spell’s level. Succeed, and their conjuration falls to dust.

At greater heights, when you channel this spell using a 4th-level slot or beyond, the disrupted magic bows to your strength. Should the slot’s level surpass the intruding spell’s, it withers, vanquished by your superior force.


Mage’s Disjunction: 9th-level

Casting Time: 1 action
Range: 25 ft. + 5 ft./2 levels
Components: V
Duration: Instantaneous

Imagine a profound act of magic, where all within the spell’s radius, apart from what you personally carry or touch, faces disjunction. An unraveling of enchantments occurs: spells and spell-like effects are laid bare, each reduced to its individual components, much like the Dispel Magic spell does. As for permanent magic items, they must muster their resolve, for a Will save determines their fate. Fail, and they are rendered ordinary.

Those clutching these items rely on their own Will save bonus or the possessor’s, whichever proves stronger.

Now, here’s a twist of chance: a 1% chance per caster level, a flicker of fate’s hand, to unravel even an antimagic field. Yet, should the field persist, no items within its grasp are disjoined.

But, behold, even artifacts aren’t spared this trial, although their resilience is formidable. A mere 1% chance per caster level to sway these mighty relics. Beware, for should an artifact crumble, you must grapple with a DC 25 Will save. Fail, and the price is steep—you lose all spellcasting abilities, never to be reclaimed by mortal magic, not even the most miraculous or wished-for.

A word of caution, dear mage: meddling with artifacts is a perilous path, for it stirs the attention of powerful entities with ties to such relics, a risk that stands at 95% likelihood.


Mordenkainen’s Disjunction: 9th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sapphire worth 5,000 gp)
Duration: Instantaneous

Behold, the incantation known as Mordenkainen’s Disjunction, a profound weaving of magic that seeks to unravel the very essence of enchantments. It can be directed toward a singular target or extended to a gathering of creatures, with the aim to strip away their mystical veils.

In its quest to dissolve these arcane bonds, the caster calls upon a dispel check, a roll of the dice marked by 1d20, augmented by a point for each level of the caster, up to a maximum of +40. This check’s aim? To overcome a challenge, a threshold established by the caster level of the spell effect, plus an additional 11. Triumph in this endeavor, and the targeted magic shall dissipate.

But that’s not all, for this spell wields other powers. It can strip away a single foe’s six magical defenses or, when faced with a group of adversaries, remove two spell protections from each. And, as the final stroke of its magic, it dampens the Spell Resistance of all within its sphere by a formidable margin of 10.

The list of affected spells is a gallery of enchantments: spell mantles, globes of invulnerability, stoneskins, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield, and elemental shield. With Mordenkainen’s Disjunction, the bonds of magic are challenged, and the mystical arts laid bare.

Guidance: When and How to Use These Spells

Understanding when and how to employ Dispel and Counteractive spells is a crucial aspect of a wizard’s education. These spells are not to be used indiscriminately, for their potency can have far-reaching consequences. Here are some principles to guide you:

  1. Identify the Threat: Before casting any of these spells, ascertain the nature of the magical effect you intend to counter. Knowing your enemy’s spells and enchantments is the first step to effective counteraction.
  2. Timing is Key: For spells like Counterspell, timing is everything. Act swiftly when you see a hostile spell being cast, and disrupt it before it can manifest its effects.
  3. Understand the Magic: Delve into the intricacies of the enchantments you encounter. Some may be resistant to dispelling, while others crumble easily. Tailor your approach accordingly.
  4. Resource Management: Spells like Mordenkainen’s Disjunction are powerful but costly. Use them sparingly, reserving them for the most formidable of magical challenges.

As we conclude our exploration of Dispel and Counteractive spells, remember that they are the embodiment of arcane vigilance. In the hands of a skilled mage, they become the barrier against the encroachment of hostile enchantments, ensuring that the weave of magic remains untangled and pure.

 

May your wards stand strong and your counters remain vigilant,

Old Nan