Mage's Disjunction

Source: Elaris Unbroken

3.5th Edition
Mage’s Disjunction School abjuration; Level sorcerer/wizard 9; Domain magic 9; Elemental School void 9; Mystery spellscar 9   CASTING   Casting Time 1 standard action Components V   EFFECT   Range close (25 ft. + 5 ft./2 levels) Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text) Duration 1 minute/level Saving Throw Will negates (object Spell Resistance no   DESCRIPTION   All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.   You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.   You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage’s disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
 
5th Edition
All magical effects and magic items within range, except for those that you are carrying or touching, are disjoined. Spells and spell-like effects are unraveled and destroyed completely as though targeted by Dispel Magic. Each other creature holding or carrying a permanent magic item must make a Charisma Saving Throw. On a failure, those magic items are turned into mundane items for the duration of this spell. If the wielder fails the saving throw by 15 or more, the item is destroyed rather than suppressed. If this spell would overlap an Antimagic Field, roll a d6. On a 6, the antimagic field is destroyed. Otherwise, items within are not affected by this spell.   You can also use this spell to target a single item. If you do, the wielder makes the Saving Throw at Disadvantage. Even artifacts are subject to mage's disjunction, though there is only a 15% chance of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed. If an artifact is destroyed, you must make a DC 25 Charisma Saving Throw or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even Wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection to the device.
 

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Spell Descriptors
Rare
2nd Edition
School
Abjuration
Level
ANSWER
Range
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Save
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Duration
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Components
V
AoE
ANSWER
Casting Time

 
5th Edition
School
Abjuration
Level
Sorcerer 9, Wizard 9
Casting Time
1 Action
Range
60 Feet (40-foot-radius Sphere)
Components
V
Duration
Instantaneous

 
Pathfinder 2e
School
Abjuration
Tags
ANSWER
Traditions
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Cast
Range
30 Feet (40-foot-radius Sphere)
Defense
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