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View Full Version : Channeled Disjunction (MDJ fix, 3.5e spell)



DeAnno
2011-12-10, 06:45 PM
This spell is intended to replace Mage's or Mordenkainen's Disjunction in campaigns where its item-destroying properties are deemed to be too catastrophic or its need for large numbers of saving throws can become tedious. A variable casting time element circa Complete Mage has been added partially for flavor and partially to compensate its loss of campaign-wrecking power.

Channeled Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time: See text
Range: See text
Area: See text
Duration: Instantaneous and see text
Saving Throw: Will negates
Spell Resistance: No

You rend the stuff of magic itself, using pure willpower to destroy spells and suppress items within the area. The strength of this spell depends on the amount of time you spend channeling energy into it, but the spell has the same general characteristics no matter what.

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 separated into their individual components (ending the effect as a dispel magic spell does), and each unattended permanent magic item has all its magical properties suppressed for the spell's duration. In addition, all creatures within the radius of the spell carrying any magic items must make a Will save or have all their carried magic items have all their magical properties suppressed for the spell's duration. The effects on items are on the items themselves: dropping or picking up items after the spell has been cast does not grant new saves or remove the suppression effect before the duration has expired. Artifacts have no special protections against these effects.

You also have a certain chance per caster level (dependent upon the casting time) of destroying each antimagic field within the spell's radius. If the antimagic field survives the disjunction, no items within it are disjoined. If it does not, the disjunction effects the area inside within its radius normally.

The casting time of Channeled Disjunction affects its Range, Area, Duration, and chance of destroying an antimagic field. In addition, creatures within the area who make saves against the spell are afforded a penalty to their Will Saves against the spell based on its casting time. When you being casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell. The effects of the different casting times are summarized in the table below.

{table=head]
Casting Time|
Range|
Area|
Duration|
Chance to Destroy AMF|
Will Save Penalty

1 swift action|
20 feet|
10 foot radius burst|
1 round|
1% per caster level|
0

1 standard action|
Close: (25 feet + 5 feet/2 levels)|
40 foot radius burst|
1 round/level|
2% per caster level|
-2

1 full-round action|
Close: (25 feet + 5 feet/2 levels)|
40 foot radius burst|
1 minute/level|
3% per caster level|
-4

1 full round|
Medium: (100 feet + 10 feet/level)|
80 foot radius burst|
10 minutes/level|
4% per caster level|
-6

2 full rounds|
Medium: (100 feet + 10 feet/level)|
80 foot radius burst|
1 hour/level|
5% per caster level|
-8[/table]

Fax Celestis
2014-08-12, 10:31 AM
I know this is ancient, but you are a lifesaver. Totally cribbing off this.