15 lines
972 B
Markdown
15 lines
972 B
Markdown
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# Doom of Disenchantment
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- **Level**: 3 abjuration
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- **Classes**: Cleric, Sorcerer, Wizard
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- **Casting Time**: 1 action
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- **Range**: Self
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- **Components**: V, S
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- **Duration**: Concentration, up to 5 rounds
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- **Source**: Deep Magic 5e
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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.
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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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