| Name | Doom of Disenchantment | School | Abjuration |
|---|---|---|---|
| Spell Level | 3 | Range | Self |
| Casting Time | 1 Action | Duration | Up to 5 rounds |
| Components | V, S | Materials | None |
| Ritual | No | Concentration | Yes |
| Description | |||
| When you cast doom of disenchantment, your armor and shield glow with unholy light. When a creature hits you with an attack, the spell counters any augmenting magic granting the attack a bonus to hit (but not advantage) or bonus damage. For example, a +1 weapon would still be considered magical but it gets neither +1 to hit nor damage against a target under a doom of disenchantment. The doom also momentarily suppresses other magical abilities or spell-like abilities of the attack. A sword of wounding, for example, can't cause ongoing wounds on you and you recover hit points normally. If the attack was a spell or spell-like ability, it's affected as if you'd cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected. | |||
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