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<title>Doom of Disenchantment</title>
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<h1>Doom of Disenchantment</h1>
<ul>
<li><strong>Level</strong>: 3 abjuration</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 5 rounds</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast <strong>doom of disenchantment</strong>, 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.</p>
<p>The spell also suppresses other magical properties of the attack. A sword of wounding, for example, cant cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, its affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.</p>
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