# Doom of Disenchantment

- Level: 3 abjuration
- Classes: Cleric, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 5 rounds
- Source: Deep Magic 5e

When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.

The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.

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