Choose a point within range. You attempt to permanently disjoin all magical effects and magic items within a 40 foot radius sphere centered on that point. That is, spells are dispelled (as if by a 9th-level dispel magic spell), and each magical item can be turned into a normal item. If a creature within this radius is wearing or carrying magic items, it can attempt a wisdom saving throw for each item, saving that item from being disjoined each time it succeeds. A creature can choose to fail one or more of the saving throws it makes as a result of this spell. Scrolls and potions cannot be saved from being disjoined. A sentient magic item can make a wisdom saving throw to save itself from being disjoined it is not being worn or carried or if the creature wearing or carrying it fails their saving throw.
You also have a 20% chance of destroying an antimagic field, but only if the entire field is within this spell’s radius. If the field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is an 80% chance that an artifact is unaffected even if any saving throws to save it fail. Additionally, if an artifact is disjoined, you must succeed on a DC 25 Wisdom saving throw or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even by a wish spell).
When you destroy an artifact, there is a 95 percent chance that a powerful being connected to the artifact (such as a demon lord or a god) sends a servant to punish you. The servant is typically a creature whose CR is between 19 and 25 and would logically serve the powerful being who sent it (such as a Balor sent by Orcus or a Marut send by Primus). The servant attempts to kill or capture you and ignores anyone else unless attacked in which case it defends itself. If it kills you, it vanishes, along with your body.
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