You strike not the flesh but the material of inorganic quality. That which is enchanted can be rendered inert. (Note: the user must clarify their target and the enchantment they intend to break (insight check to discern effects), otherwise, dm will do random choose one enchantment effect to negate if multiple exist.)
The caster writes on a piece of paper in magical ink the item that they are affecting (i.e enchanted sword) and any effects to specifically target (i.e. fire damage from sword). The writ is burned and cast as an enchantment, with the caster rolling to affect the item. Items have the same save dc as their wielder, not including any proficiency.
If enough saving throw fail, the items enchantments are disrupted. If the target makes a successful save, this attack does not have any effect. Targeted objects must make a saving throw against the casters spell save dc at the start of each turn, and will have their enchantment effects disrupted for every fail until they make a successful save. Upon four fails, the enchantment on the object is disrupted or broken, potentially breaking the object as well. Enchanted items of rarity level rare or below are broken, while items of rarity very rare, legendary, or artifacts will have their enchantments disrupted for 1d4 hours. Non-enchanted items will instead take 1 point of durability reduction. Every point of degradation causes armor to be reduced by one point, and degraded weapons have reduced chances to hit and deal reduced damage equal to the points of degradation.
Fails do stack, so if two degradation fails occur in one span, and then the spell is used again, then on the next fail the enchantment is lost. When the enchantment is lost, the item becomes an ordinary non-magical version of the item, and can be broken if degraded thoroughly.
Some enchantments will take longer to break than others, and will be decided according to your dm, level of the enchantment, number of enchantments and level difference.
When cast on non-sentient magic items or non magical items, the item will automatically fail every saving throw and be destroyed.
Casting with a higher level spell slot will reduce the number of fails it takes to undo an enchantment by one fail for every two levels above third. (minimum of one fail).
* - (Magic ink on white ash paper with the name of the object being targeted, invoked by the user to be passed from an object or weapon to the target as a spell.)
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